( Please read everything here to know the controls and more infomation. Thank you! ) AA I'M SORRY IT TOOK FOREVER I FORGOT ABOUT THIS.. Here's the demo I promised. Yes, I'll update it eventually, since I have a lot more planned. I still have yet to decide the game's name, but I'll need to see if the name is already taken. Yeesh... If you're gonna say "oh the game's buggy as heck fix it plssss ;-;" THEN SHUT UP, I'M WORKING ON IT. This is just a fusion of @griffpatch 's 2.0 scrolling platformer and 3.0 platformer tutorials. These were also heavily edited to add more features for the game. --- Controls ( and a lot of information ) --- ( I'm too lazy to add an entire booklet of controls. I'm also gonna convert seconds to frames ( 1s = 30 frames ) for the speedrunners out there :D ) --- 1. Basics --- [ < ] / [ > ] --- Walk Rosie just walks left or right. Nothing special. [ v ] --- Crouch Walking while Crouching is possible, but it's slower. And it doesn't change Rosie's hitbox in any way. Crouch-Walking on a slope will make Rosie roll in that direction. Don't ask me why she literally breaks the laws of physics ( Sorry, Isaac, I will change that! ) While she's rolling, you are only able to jump, until she runs into a wall. [ ^ ] --- Enter Door Rosie will walk through a door, if it's unlocked. [ Z ] --- Jump Rosie jumps. That's it. [ Z ] on top of a red thingamagig --- Jump but higher This triggers the red thingamagig, if Rosie is standing on one. ( sorry... look out for the purple boxes. those are the real hitboxes! ) --- 2. Sprinting --- [ Shift ] --- Sprint Holding either Shift key down for 1 full second ( 30 frames ) shifts Rosie to a "Rush" state. Rosie can break small blocks and KO any small enemies! Also: She can't change directions, unless you let go of the shift key! [ Shift ] ~ 1 second --- Rush This is basically the same as Sprint, but a bit faster. In this state, she's able to break bigger blocks, and KO larger enemies ( that aren't in the demo yet ) ! Letting go of the button will give you 0.5 seconds ( 15 frames ) to press it again. Doing so will keep Rosie in this state. Failing to do so will put her back in "Sprint". --- 3. Health and Invincibility Frames --- Rosie has 8 health points. If she gets damaged by an enemy or by the environment ( as long as it doesn't instantly kill her ), she'll recieve 3 seconds of invincibility ( 90 frames ) --- 4. Enemies --- --- Smaller Ones --- Ranbug(s) These are grey bugs with red antennae. They will aimlessly wander around. They can hurt you, but as long as you aren't sprinting. Some will be sleeping too. Spiky / Spikies These yellow stationary creatures are covered with spikes. They cannot be damaged yet, since I didn't add anything for that yet, but they can damage Rosie, so stay away from them at all times. ( wow such an original idea celeste, WHERE ARE THEY!? ) --- 5. More Info --- This project is probably going to be a full indie game in the future. Everything in this project has a possibility of changing, whether it be the design, or gameplay itself. I will make some custom music. These songs are just temporary Please do not steal this idea from me... It takes me a while to come up with something original. If you would like to remix this project, please make a noticable change. This game still doesn't have a name.
( more down below! ) Credits: Temporary Music --- Scratch < is compiled? > boolean & Turbowarp --- @GarboMuffin heavily modified 2.0 scrolling platformer and 3.0 platformer fused together --- @griffpatch Inspiration(s): - Wario Land 4 - Pizza Tower - Antonball / Antonblast - Basically any Wario-like in existence. --- Questions you MIGHT have... --- Q: Why are there over 330 assets, Celeste? A: I want this to be a pixel game, but since Scratch doesn't have pixel-perfect support with things like rotations. So I used the free time I had to MANUALLY ROTATE THE COSTUMES, ONE-BY-ONE. Sure, I could have used the pixelate effect, but that just blurs the sprite and rotation and I don't want that. Edit ( May 2024 ): This was before i found out about the pen bitmap trick.