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Pixl 2.2 | Competitive Multiplayer Platformer

SASarger001•Created February 28, 2017
Pixl 2.2 | Competitive Multiplayer Platformer
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Instructions

Two keyboards are required to play, because keyboard ghosting is a major issue. PLAYER 1: WASD (Move) JL (Aim) K (Fire) SPACE (Burst) PLATER 2: ARROW KEYS (Move) UO (Aim) I (Fire) G (Burst) SCRATCH FORUMS: https://scratch.mit.edu/discuss/topic/265172/ Discord invite: UtUbKDt

Description

Pixl is a 2D Platform Shooter, borrowing from games like Super Smash Bros and Awesomenauts. Two keyboards are required to play, because keyboard ghosting is a major issue. Just plug in two USB keyboards! Pixl started work as a simple 2D platformer, but it transformed into a competitive multiplayer game. It's been through a lot, and I've finally decided to actually release it. I hope you have fun playing! 22/5/17- Public Release (1.0) 07/06/17- (1.01) Modified score system in order to make tiebreakers feel more impactful on a game. A game can no longer be won by a one point difference, instead a 4/4 heading straight to deuce. A 5/3 will still win the game in the 5 player's favor, so this change should better determine who the better player in a game is, if the skill gap is smaller. I will continue to monitor test games I have and modify the system accordingly. Oh, and there's new match point UI elements. They're nothing special and only serve as a quick reminder on the status of the game. 10/06/17- (1.02) Say hello to Factory, the newest map in the game. Factory features a tried and tested platform fighter map design, but with a twist- there are now two jump pads on either side of the map that can lead to some interesting engagements. I'll be testing this map in the upcoming days to see how it plays. Modifications have been made to Beach to make wall jumps more consistent. I've given each player more breathing room in their own spawn which should make the initial jump onto your platform easier. Other than that, there's some *slight* modifications I've made to jumping to compliment the new map. Jumps now give more height, but the falling speed is now heavier. Let's break it down. NEW MAP: Factory DIGITAL LEAP: Jump modifier changed from 12 to 12.5 when on the ground. DOWN TO EARTH: Falling modifier changed from 0.9 to 1.1. MINING A NEW TUNNEL: Cave has been adjusted slightly to make the jump from either side and the jump to top more easier than before. BEACHED OUT: Beach has seen modifications to each player's high platform to make the jump to your lower platform more consistent from spawn. CHANGES FOR NEXT PATCH: Wall jumping is supposed to give you extra height as well as some momentum in the other direction, but after a boost pad jump, this speed from the initial boosted jump is lost. I want to EITHER maintain upwards momentum if it exceeds the intended bonus value from the wall jump, or transfer this vertical momentum to horizontal momentum. 11/06/17- (1.021) New menu UI. 11/06/17- (1.022) Factory's top platform has been removed to promote more open air game play. 12/06/17- (1.03) Welcome to Pixl: Low Gravity mode! The 1.03 branch will contain a number of upcoming fixes and tweaks to the game, along with a couple of new modifiers for players to mess around with! 28/06/17- (1.031) Higher level games of Pixl that I've played have really allowed me to see what needs changing and what doesn't. The change to Beach in 1.02 was required because wall jumping on the map felt bad. The changes I've made here should make these jumps feel more impactful while offering the same amount of mobility as they did before. Wall Jump Horizontal value changed from 8 units to 6 units Wall Jump Vertical value changed from 9 units to 11 units 7/03/18- (2.0) New UI Gameplay Changes Time a shot is active has been reduced from 0.1 seconds to 0.08 seconds Being able to adjust your aim mid shot is a neccessity due to the keyboard aiming controls, but aiming has always felt like the extra time can aid far too much. This shouldn't feel too different, though it should result in more consistent gameplay. To compensate for this change, the cooldown for shooting has been reduced from 1.2 seconds to 1.18 seconds Shot sound effect from Pixl 2 has been used for Pixl Classic. NEW MODE: VIRUS TAG Virus Tag is a fun, fast paced new gamemode that can be played on existing maps. One player is randomly chosen to be infected with a virus. This player must shoot the other player in order to transmit the virus to them. Each player has a timer. While you have the virus, your timer will tick down. When a player reaches 0, they die. The infected player will gain a speed bonus to help them catch up to the uninfected player.

Project Details

Project ID147545103
CreatedFebruary 28, 2017
Last ModifiedFebruary 21, 2022
SharedMarch 7, 2021
Visibilityvisible
CommentsAllowed