BIG NOTE: Sorry for the difficult levels, the old one felt too easy so I tried to rise the difficulty of them. This felt like a lazy remix, but I DID playtested them and took me many adjustments for them to be beatable but somehow ended up failing. If you think this is near-impossible, I'm sorry. You may look inside the project to know the layout of the levels. L+R Arrows, A, D - Move left/right Space, Z, W - Jump U+D Arrows - Look up/down (also pan camera) Q to skip to the 2nd level if you can't feel to beat the first one (Can't make a proper death script for this one) TBH, your proof of concept may be for A FUN GAME 5 or something. An overhaul edit of my ye olde remix for the game that never came out (just like some of my remixes back then). Heavily optimized for the engine because there is no dash function. Bitmap because, UGH, 3.0. Gaps appear on hazards because idk (1st lvl). Level scrolling locks are disabled since there are multiple sprites regarding the level. This remix is mainly made to test the platformer engine. It has some bugs though. If I ever feel motivated about this, I may redevelop this remix into something. Sorry for lag spikes, don't know how to handle. TIPS: - All hazards are colored Red, Lime, Yellow, and Cyan. - Checkpoints are green, not lime. - Certain walljumps needed to be used with left and right as well - The levels are not that easy, you may slip on some platforms or get stuck - Panning the camera might be useful - Some part of the levels are cryptic LEVEL 1: - On the second walljumping section, you may accidentally walljump on the sloped platform, but make sure you walljump back into it - Most of the areas require precise timing, especially first part that has the most tiny platforms - Although most hazards are red, near the end, you will find new colors of them (lime and cyan) LEVEL 2: - The collision color of this level is many. Figure out which one and which way to go - Cyan, Yellow, and Lime are hazards in this level. They appear alive looking, so stay sharp about them - Circle cyan hazards require precise timing - When your are at the 2nd checkpoint, you are facing a big pit. You can either have a leap of faith (obviously dying at first or a fluke) or try to walljump (press left immediately after the first walljump and vice versa) If you have trouble completing the levels, you may see inside the project to see the levels in order to know what to do after. WARNING: I did not playtest the levels much so there might be issues. Plus, there are some minor bugs.(Also I recommend clicking the green flag after death before getting the first checkpoint. Checkpoints work when you hear a sound when stepping on them. Well, they don't work the first time because idk how to fix)
EDIT 3: Brilliant. Seriously the level design looks good to me yet there's barely anyone coming here? And someone mentioned a bug that should've been told back in February. EDIT 2: To add less insult to injury, I had to remove the lives. Doesn't make the levels a lot easier though but at least you wont start from the beginning constantly. EDIT: Yeah, theres another remix that barely changed anything (but music). Making a unique remix is kinda hard, but hey, atleast there's another level. The hit detection is quite poor, so expect some inconsistencies and many deaths. TO REMIXERS: I don't know if you are going to remix this for a new level, because this is not a contest. Remix at your own risk, because I'm not sure about @-Multinia- for this. (IF YOU REMIX) You would need to make a vector level first then add some hazard colors. Playtesting is a must (Vector first, then bitmap), you can try to edit some parts in bitmap mode if it doesn't work. https://scratch.mit.edu/projects/195024916/ original (1st lvl) Credits: @-Multinia- Jaleco (P-47 - The Freedom Fighter, 1988-9) Data East (?) (Karnov, 1987) Lester the Unlikely Making pixel art is insanely hard unless the brush size is 1. The bit keeps drifting off to the wrong location and therefore keeps making mischief.