
And as soon as the player lets go of the grab button I'd like the platform behaviour to return to normal and the player to drop.Īny suggestions or help would be greatly appreciated and I implore you to check out the DKCR gameplay footage for a vivid idea of what I'm striving to create. I experimented with physics due to it's circular collision but I couldn't figure it out.

Creating round platforms seems to be a problem because of collision points so I don't know how it was done in that example but I would like to tackle this with a similar approach. It's almost been done before in Construct 2 in the form of Airscape, but without the change in gravity. I'm not worried about replicating the seamless animation transitions, because a simple rotate sprite would suffice but I'm curious on how best to approach this. Essentially, as long as the player holds the grab button, the player is able to move around a circle so they are not just limited to walls or ceilings, and the player can jump off at an angle. This is a good example as it has wheels which demonstrate the fluidity of the climbing. For an idea of what I mean check out the Mangoruby boss fight - /watch Nintendo has announced that Donkey Kong Country 3 will be added to the Nintendo Switch Online subscription service this Friday.

Open GameLoop and search for Tips for Donkey Kong Country Returns, find Tips for Donkey Kong Country Returns in the search results and click Install.

Download GameLoop from the official website, then run the exe file to install GameLoop. I'm creating a platformer game and I'm trying to think of the most efficient way of recreating the climbing mechanic from Donkey Kong Country Returns. How to play Tips for Donkey Kong Country Returns with GameLoop on PC.
