After debug hell and back. going through solution theories and then putting them into action, the collision physics between the player and platforms/ledges and floating platforms is finally perfected.
I first added the ability to not walk off platforms without jumping, just like the original Zoda's Revenge, but this proved to show problems.
First off, if I go further than the ledge allows me to walk by jumping over, but still am on the platform, I will cling to it, and sometimes I can get stuck.
If you notice in the original game, if you are on the edge of a ledge, you will be pushed away and fall down and land beside it. I successfully recreated this through very frustrating debugging and complicated coding.
In short, the game is even more like the original now, and erros and bugs have been codes out of it.
Another update is that I allowed multiple floating platforms to lay on eachother on the same x/y spot without the player conflicting on which one it needs to refer to in collision detection. The reason why this was a problem is because Game Maker does not have a z coordinate.
In the long run, I am very happy and proud with the results, as my game slowly crawls towards a more acceptable and professional feel of gameplay.
I thank everyone who has supported me over these past few years, and I still am working hard on this project.
It does pretty much what it did in the original game, which filled your hearts to the max hearts you can have, 22.
A catch with game's version of the item is that it fills up to every 11 hearts, example:
if you have max 6 hearts, it'll overflow to 11 hearts if you have max 12 hearts, it'll overflow to 22 if you have 24 hearts it'll overflow to 33
So basically if max hearts is 1-11, it'll overflow to 11 if max hearts is 12-22, it'll overflow to 22, and so on in multiples of 11.
A new feature has been installed and is a WIP in the game: ST1 mode!
In this mode, you play in the same style as StarTropics 1, in a grid pattern with pretty much all the same movements as ST1.
An addition to the original movement engine is that you can move in a direction in the air by pressing that direction before or while you trigger your jump. This allows you to climb platforms and ledges, something you couldn't do in the original, a hybrid of ST1 and ZR if you may!
The purpose of this mode is possibly to have an enemy/boss attack make you change into this mode temporarily, which would be dubbed "Retro Syndrome" and explained
"Retro Syndrome: Makes your battle style juvenile, reminiscent of your early adventuring days."
Another thing is possibly an ST1 mode of the game after you complete it for the first time, or maybe using this in dungeon puzzles by intentionally using this form.
I accidentally mixed 2 different palettes of the NES color spectrum, and since I wanted it to look a little more professional I decided to choose which palette I wanted to use and weed out sprites/tiles from the other.
Pretty much every single tile and sprite used the old pallete so I basically had to go back and recolor EVERYTHING, and there's at least thousands of images in my game, so it took all day.
I hope you like the results. I think it makes it look a little more accurate and lively.
Project is on halt for now. Been busy and don't have any ideas for further it for now.
ST1 mode is very solid, though. Imagine Zoda's Revenge being designed more like StarTropics 1 in gameplay, but you still had the third dimensional platforming aspect. It's basically exactly the same movement except with the exception of being able to jump in a direction without pressing against an edge.
I changed up dungeon 1 a bit to be more of an actual level, instead of filler. It's more difficult, but it's not hard. Just thought rooms were too empty and wide, and that you could just run past most enemies anyways.
Can't seem to find a work around the hazard tiles. It's driving me insane. I give up for now. I either have to find another technique to resolve it, rewrite the movement engine some more, or drop it and go back to 2 pixels per frame.