Actually we can just use distance comparison instead of collision checking. I'll be back to give an alternative example or an update.
It's better not use shift key as fire button due to notification of sticky keys dialogue on Windows OS. The cool & funny side is bullet shooting warp feature.
Okay now slider become more dynamic, giving a way for efficient event sheeting.
Good job on hidden area reveals! In my opinion it is too risk using spacebar to restart a level. Camera panning little bit fast for my taste. Should be more fun if player able to take down enemy or at least subdue them.
Ah so basically chooseindex using 2 parameters. More like straight version of tokenat. Nice addition.
Good to hear that! Thanks for playing.
Less worry now. Kudos!
Not much strategy nor clever solution. Just straight predefined path to choose. Moreover the enemy does nothing as they being target of super samurai. I appreciate the puzzle idea though.
Nicely done. Love the dynamic momentum when pressing or releasing the keys.
Okay I see. Just a little counter-intuitive for my taste.
Seems that player can't swing from straight up vertical position in platformer mode.
Kudos for enjoying the game & express your experience. Gives me energy to continue developing puzzle games.
Spacebar is natural way to play/pause animation in timeline.
I would love to see vector shape tweening (morph).
Is there any second part?
Member since 22 Feb, 2012