> cool, can you release a windows binary too? :D
> (that way even the linux kids can play it using
> Shoyson - a 2D Platformer
> If this compo is still going; here's my entry:
> I finally checked it out, but didn't get it—what's happening there?! ;)
>The 4 buttons on the bottom do this, from left to right:
>>Go into edit mode to add cogs
>>Go into edit mode to add beams
>>Go into edit mode to add worlds
>The buttons on the top left represent the armature. Use each button to rotate the represented object positively, or negatively.
>Press 1 to load myfile.xml, and Escape to quit. Use A and S to zoom in and out
> Yeah I read the readme, but I didn't understand the aim of the game, just the controls—still no rescuable princess in sight ;)
> Is it the first step to some The incredible Machine kinda game?
> Not bad, yay for slopes! What I do for walking down
> slopes is usually making the object sticky, i.e. if
> the floor is less than e.g. 4 pixels down, stick to
> the floor, otherwise switch to default physics.
> (Checking a longer distance when jumping will still
> make him walk down slopes in a jagged fashion and
> would seem weird when re-jumping.) Not sure how
> well that integrates with your collision detection.
> Edit: I guess it's close to what erisdiscord
> reported about Sonic too!
> I loved lots of the little effects here and there,
> if Oracle helps you add those, it seems to be doing
> its job well :) Usually I get lazy quickly when
> adding effects in C++ games.
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