Thank you so much for playing the game! I'm glad you like it. 😄 Maybe I'll make a sequel someday, adding new gameplay mechanics. Emulating 16bits graphics for the next one is a good idea. For now I'm working on another project I've been thinking about for some time. But a sequel for Ganbatte!! Robochan is not out of my plans.
WLCSoft
Creator of
Recent community posts
Hi Pandako. I used the version 0.4.0 in my last project and it worked perfectly. But I tried to use the newest version 0.5.0 in my new project and one thing apparently didn't work very well. The tiles linked to a jump through platform hitbox didn't form one single rectangular hitbox when put together. For example, if I put together 9 tiles forming a square block, each line of blocks work as an indivudual platform, with a "floor" on the top of each tile. It didn't happen in 0.4.0, where the same square made of 9 blocks form only one jump through platform, with the floor, where the player can walk on, only on the top of the square. I'm not sure if I'm doing something wrong with the 0.5.0 but luckily I still had the version 0.4.0 saved in my PC and that's the version I'm using for now. Is the 0.5.0 supposed to work like that? I wish I could move on to version 0.5.0 but looks like the older version will give me better results.
Although a tilemap collision mask object has been implemented in GDevelop 5.0.139, your extension works way better for me. I was having an issue with lateral collisions where sometimes the player slides one pixel inside the GDevelop collision mask object, although it never happened when colliding with platform sprites. The gameplay felt unpolished because of that. With your extension, my problem was solved because it allows me to use a sprite with platform behaviour as a hitbox, so the collision issues are gone.
You did a great job developing this extension! It made everything easier for me to make my game.