I may remove it once progress starts to accelerate since I'd like there to be a few suprises when I release it, although I think very few of the people who download from the showcase read my journal.
In response to the deluge (2) requests for variable height jumps, Udo now supports this feature. Tap space to hop, or hold it to jump higher up to a certain maximum.
It works okay, but I think when I come to add springboards it may cause problems. Must have springboards though. Should be able to hack around the problem with a JustJumpedOnASpringBoard flag.
I've also started a level editor using Win32 API in VS. Always a bit of a nightmare but I learned a lot last time so should be better than the previous map editor. It worked okay, but it was the worst structured program I've ever written, pretty much.
[EDIT]
I've just finished adding in water to the level:
It's animated and alphablends over the map very nicely so you really need to download the demo at the top of the journal to get the full effect. I think it's cool.
Also now, if you are standing on top of a block you can also walk in front of and jump up through, like the grass, and press down, you drop through instead of ducking. This has been disabled for the lowest line of blocks on the level since that was just plain silly.
Means the levels are quite flexible in design now, although it does mean you can't duck on a lot of the platforms.
I'll put it to the vote - do you think that "duck" should be a different key so you can still duck on the mid-layer platforms?
Some suggestions, the water looks kind of weird bouncing around like that, I think it would look better just scrolling horizontally. Also rather than adding a seperate button for ducking you could do what the old console games would do, down is for duck and double tapping down is to change platforms.