Just a post to show that we ain't dead.
Coupla' rather dry looking screens (Ptoing is busy with paid work and other stuff at the moment, which is actually kinda' cool because I get to be the one making progress rather than lagging behind as I usually do).
First of all this screen shows various types of blocks as I've been implementing some of the simple tilemap and gameplay elements. One thing to note that each of these block types isn't a special case, they're all generated by boolean properties so a tile can have many different combinations of properties.
1. This is a ladder. I know! AMAZING! Actually, it's an omni-directional climb surface, true vertical climb surfaces are a bit later.
2. The blocks with arrows on are 1-way blocks, as in the classic jump-through or drop-through tiles. We also have horizontal ones of these, however they crash the game at the moment. I haven't told Ptoing that yet.
3. The player. Honestly.
4. This is the same as the ladder except it looks a bit more trellisey. As it stands when you're climbing on these surfaces you are "stuck" to them, which is to say when you attempt to move off the edge of them, the game stops you. You can press jump (or down+jump) to detach, but I'm toying with the idea of making it so if you HOLD down a direction at the edge, you'll fall off after half a second. In case you're wandering how you get off the top of ladders automatically if they're sticky, the top of the ladder has a boolean property which overrides this safety net on the vertical axis.
5. An icy slope. This combines two things. Firstly these tiles have an accelleration value on them, reduced friction and reduced traction. Secondly they have an icy boolean property on them which causes the player to "fall over" if they're going too fast.
6. Crumbly platforms. Stand on 'em and they dissolve.
7. The edge of the room. I finally added movement between rooms today, see.
8. Slimy platforms. You can't wall-climb these. You can ledge-hang on them, though, although only for a second.
9. Smashy glass. When you land on it, it breaks with the shatter spreading to any touching glass tiles.
10. Sticky tiles. These have a stickiness value of greater than 0%, meaning they stymie your speed. All tiles have friction, traction and stickiness.
11. Smashy wood. Just like the glass except the spreading is instantaneous when it smashes.
12. A thin passage to wall-jump up. At the moment we have three forms of wall-jumping (which the player will get at various points in the game in order to change the areas they can get to). Firstly, slidey which means you continually slide down when attached to a wall, requiring you to keep jumping between walls to maintain or gain height. This still allows you to get down otherwise perilous drops. Secondly grippy, where you don't slide down so you can take your time a bit, allowing you to drop down passages which might have timing hazards or enemies in them unscathed. Finally climby, where you can actually ascend the walls, allowing you to climb up vertical faces which don't have opposing walls which you'd otherwise need to gain height by jumping between them.
13. A horizontal climb bar. Just like the trellis, except it clamps you to a vertical offset within the tile.
14. A vertical climb bar. Duh! (no, it's not a swingy rope, but we'll prolly have some of those kinda' shenanigans in there, too).
15. Another crumbly platform. This one combines a few elements, though, in that you can jump up through it, it also chain-reacts meaning that the whole length of it crumbles as a single unit.
There's still a few features to add to the tiles, mind, such as flammability and bounciness. And whatever else I think of.
And here's a shot of a very boring room with some large moving platforms in it. As you can see, the player is holding onto the side of one of them, which will allow us to make some jolly thrilling platforming action, you mark my words! He's able to do this as the game considers moving platforms and the static tilemap as largely the same thing.
In fact each moving platform gets its basic properties from a specific tileset. That means a moving platform can have almost all the abilities of a tile in the static map (with notable exceptions being non-rectangular shapes, jump-through-ability and chain-reaction damage).
I built this room to just test whether platforms could push you out of wall climbing and trellis climbing states if they pushed you off of the surfaces cleanly, which they do. Thankfully.