Iron Fist Platformer Update

Miscellaneous Forums/Blitz Showcase/Iron Fist Platformer Update

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sswift: thanks for the sprite and the tips.

I should have said that this really is just an engine test as I know the graphics don't match up and it was cluttered and there are platforms in the sky etc. For example crates won't really fall from the sky! The point is it works! And I was proud ... Oh yeah, the level will have the correct ethnic theme eventually. The underground pillers are from Cambodia and the plants are from a sub-tropical garden in Dorset, UK!

The idea with the draw order is that the sky draws (an is static, I have a draker sky ready for another level), then background objects (which should be darker or silouettes, then the platform objects, then finally the foreground objects. I want foreground objects so you can walk behind stuff. The "tree" you mentioned is actually 2 trees, one in the background and one in the foreground.

The levels will have a bigger feel to them eventually, plus you'll have to train first like kicking melons on poles etc.
Although ledge grabbing is a good idea, I might not do it as I wanted an old-school platformer feel like Turrican which had no ledge grabbing. (but I might cave in, in the end)

In reality you can't move when kicking unless you are in mid air, you could move and punch but really the idea is you are committed to an attack and thus have to wait until it completes. It will have animation frames in the end of a leg going out and back in so it won't feel like you have "frozen" as much.

Anyway thanks for the ideas, wait for my next post!

regards