Hey guys!! Sorry for the lack of updates, Covid got me pretty bad, but I managed to beat it!
Now that I'm back to development I'll try to post more often.
I decided to redesign and refactor the interactive elements of the stage, so I'm currently working on a level editor to support those changes.
There should be some performance gains (hopefully) and it will become easier for me create and modify the stages.
SpiderDave wrote: ↑Sun Oct 25, 2020 9:50 pm
This is really good. I love the detail in small sprites, and the idle frame is a nice touch. It gives me a Risk of Rain vibe.
Thecoolestnerdguy wrote: ↑Sat Sep 05, 2020 3:55 pm
Just tried it out. Seems really promising!
I love how fluid the animation looks for such tiny sprites. The little bounces when you fall from a certain height and the death animation are nice touches.
Oh, the music is pretty cool too! Arps get my insta-approval

Thank you! I was inspired by Micro Mages to do an 8x8 platformer. I'm not really a pixel artist, but I'm trying my best to give the little guys some personality.
Regarding the physics, well it took me a lot of time to get it right, but I'm really satisfied with the end-result and I'm delighted you guys like it as well!!
The music unfortunately is just a placeholder for now, it's one of the samples that comes with famitracker.
Thecoolestnerdguy wrote: ↑Sat Sep 05, 2020 3:55 pm
Suggestion: you might wanna hide the leftmost column to prevent glitching. Also, if I hold right during boot up, this weird teleport happens:
Edit: I seem unable to reproduce whatever was causing the leftmost column to become garbled. So, take that suggestion with a grain of salt, haha
Hopefully after the refactoring these bugs should be gone.
SpiderDave wrote: ↑Sun Oct 25, 2020 9:50 pm
Suggestions:
* The jump feels too fast; I think you should make it a bit more floaty. You can always add a downward sword thrust or something too.
* I notice you can hold the attack button and he'll attack on release. You could turn this into a block (with sword?).
* "Jump forgiveness". A sort of modern mechanic where when you start to fall off a ledge you still have a very small window to jump. It helps compensate for playing a game on a tv with input lag and just makes things feel better. You can also apply this principle to attacks and maybe let the player parry an attack if he presses attack immediately after being hit.
* Secondary idle frame: Make it so if you idle for longer, he puts away the sword and stands comfortably, and when you move/attack again he draws the sword. Just a bit more flair, but use this for the enemies too so you can surprise enemies that haven't seen you yet and get a small window where they're unprepared for an attack. You can design game elements around it like a smoke screen item to sneak up on them.
- The jump "feel" depends on the global physics math, but there might be some space for minor adjustments.
- Yes block is definitely on my plans! I'd like to have Prince of Persia style sword fights.
- Jump forgiveness is something I tried to allow as much as I could, but I cannot push it further without messing with the collision detection.
- Yes, I'd love to improve the idle animations! When I was a kid, I was so jealous of my friends who had SEGA consoles. For me, Sonic getting impatient on idle was such a breakthrough compared to Mario who just stands there doing nothing. For me the perfect platformer will always be a SEGA/Nintendo hybrid.
- Regarding your second suggestion, yes I'd love to make it a little bit more like a medieval Metal Gear Solid, but I really need to optimize the code first.
