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I was going to make platform creation be limited because it sounded crazy to have infinite platforms, before realizing that it restricts the player a lot. It makes it feel like a puzzle game, which I'm not sure I want. Now I'm thinking I want the player to have the freedom to create whatever platforms you feel will help you beat the level. It's possible that it still may need some limitation but I'm going to switch towards this path for now.


The question is, what should the UI be for selecting which platform to make, cause I want multiple kinds. I think the only really good option is scrolling up and down; that forces you to play with a mouse (trackpad won't cut it) but probably I'll live with that.

While starting this platformer game I realized I don't know how to code 2D platformers anymore. Chromatacombs is 3D, while City Maneuver looks 2D but everything about it is actually 2D. I did try to make it actual 2D, but gave up and now it's pretend 2D.

The 2nd game is now released. Making the game work on webgl was much harder than I thought. First I had to increase the memory size of the game, and then the game kept crashing. It turns out this was because some code on webgl will crash even if you put it inside of a try catch (specifically indexoutofrange exceptions), that was a painful 2 hours. I'm looking forward to making this platformer though - my plan is that you can create platforms by clicking on the screen.

Thomas Tang (DZ)

tt2195@nyu.edu

+1 (646) 236-5503

Redmond, WA

©2025 by Thomas Tang

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