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Game Abuse: doing Geometry Dash in SuperTux

PostPosted: 09 Jun 2020, 17:07
by divVerent
Sharing this more as an idea than anything else - I am clearly NOT going to release a level THAT stolen.

Image
https://www.youtube.com/watch?v=MKYz26R9xpE

Explanation how it works (also in video description):

The trick to keep Tux's y coordinate moving at constant speed was a second solid tilemap that is moving on a path. The small spike was done by having a third tilemap that moves half a tile down (one-shot) at level start. The trick to reset music every death was a sector init script that does

play_music("");
play_music("/the/background.music");

to "reset" the music. Game physics have been modified by doing

set_game_speed(0.6);

in the same trigger and by setting gravity to 16.

Note that triple spike jumps are IMPOSSIBLE in this, as SuperTux's spike hitboxes are criminal.

Re: Game Abuse: doing Geometry Dash in SuperTux

PostPosted: 09 Jun 2020, 17:13
by Serano
Music Level like in Rayman Legends. Cool. :)

Re: Game Abuse: doing Geometry Dash in SuperTux

PostPosted: 10 Jun 2020, 17:15
by divVerent
And now did a real one I can actually release: https://forum.freegamedev.net/viewtopic ... 69&t=14094

Fixed the music delay variation by triggering the music not at sector start but from a script trigger Tux touches a few frames later.