How to implement Pizza Tower mechanics in Scratch platformer
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PlatformerDev_Alex
Posted on July 18, 2025 • Advanced
🍕 Need help implementing Pizza Tower mechanics
Hey everyone! I’m working on a Pizza Tower fangame called “Scratch Tower” using griffpatch’s platformer tutorial. The basic movement works fine, but I’m struggling with these advanced mechanics:
- Mach Run: Building up speed to run really fast and break blocks
- Super Jump: High jump when at Mach 3+ that can break blocks above
- Crouch & Slide: Low movement and momentum-based sliding
- Grab Dash: Quick dash that builds speed instantly
These mechanics are pretty complex and I’m not sure how to implement the speed building and state management properly. Any help would be greatly appreciated! 🙏
GameMechanics_Master
Replied 4 hours later • ⭐ Best Answer
Excellent question @PlatformerDev_Alex! Pizza Tower mechanics are quite complex but totally doable in Scratch. Here’s a comprehensive breakdown:
🏃♂️ Pizza Tower Mechanics Flow
Here’s how these mechanics work together:
🔧 Step 1: Set Up Variables
First, create these essential variables:
when flag clicked set [Mach Level v] to [0] set [Mach Timer v] to [0] set [Player State v] to [normal] set [Speed X v] to [0] set [Speed Y v] to [0] set [Max Speed v] to [8] set [Mach Speed v] to [12]
🏃 Step 2: Mach Run System
Implement the speed building mechanics:
// Main movement loop when flag clicked forever if <key [right arrow v] pressed?> then if <(Mach Timer) > [60]> then // 1 second at 60 FPS set [Mach Level v] to [1] end if <(Mach Timer) > [120]> then // 2 seconds set [Mach Level v] to [2] end if <(Mach Timer) > [180]> then // 3 seconds set [Mach Level v] to [3] end change [Mach Timer v] by [1] if <(Mach Level) > [0]> then set [Speed X v] to ((Mach Speed) * (Mach Level)) else set [Speed X v] to [4] // Normal walk speed end else set [Mach Timer v] to [0] set [Mach Level v] to [0] set [Speed X v] to [0] end end
🦘 Step 3: Super Jump Implementation
Add the super jump when conditions are met:
// Super Jump Detection when flag clicked forever if <<key [up arrow v] pressed?> and <(Mach Level) > [2]>> then set [Player State v] to [super jump charge] set [Speed Y v] to [0] repeat until <not <key [up arrow v] pressed?>> // Player can move horizontally while charging if <key [right arrow v] pressed?> then change x by [2] end if <key [left arrow v] pressed?> then change x by [-2] end wait [0.02] seconds end // Release super jump set [Player State v] to [super jumping] set [Speed Y v] to [20] // High jump force play sound [super jump v] end end
📦 Step 4: Block Breaking System
Implement block destruction based on Mach level:
// For block sprites when flag clicked forever if <touching [Player v]?> then if <<([Player State v] of [Player v]) = [super jumping]> or <([Mach Level v] of [Player v]) > [0]>> then if <([Block Type v] = [soft]) and <([Mach Level v] of [Player v]) > [0]>> then play sound [block break v] hide stop [this script v] end if <([Block Type v] = [metal]) and <([Mach Level v] of [Player v]) > [2]>> then play sound [metal break v] hide stop [this script v] end end end end
🤸 Step 5: Grab Dash Mechanics
Add the grab dash system:
// Grab Dash System when [c v] key pressed if <(Player State) = [normal]> then set [Player State v] to [grab dashing] set [Speed X v] to [6] // Dash speed wait [0.3] seconds set [Player State v] to [normal] else if <(Player State) = [mach running]> then set [Mach Level v] to [3] // Instant Mach 3 set [Mach Timer v] to [180] end if <(Player State) = [super jumping]> then // Super jump cancel - restart mach run set [Player State v] to [mach running] set [Mach Level v] to [3] set [Speed Y v] to [0] end end
🦆 Step 6: Crouch and Slide
Implement crouching and sliding mechanics:
// Crouch and Slide System when flag clicked forever if <key [down arrow v] pressed?> then if <(Speed X) > [2]> then // Sliding with momentum set [Player State v] to [sliding] change [Speed X v] by [-0.5] // Gradual slowdown set [hitbox height v] to [20] // Lower hitbox else // Stationary crouch set [Player State v] to [crouching] set [Speed X v] to [0] set [hitbox height v] to [20] end else if <<(Player State) = [crouching]> or <(Player State) = [sliding]>> then set [Player State v] to [normal] set [hitbox height v] to [40] // Normal height end end end
Pro tips for implementation:
- State Management: Use a “Player State” variable to track current mode
- Smooth Transitions: Add gradual speed changes instead of instant switches
- Visual Feedback: Change sprite costumes based on current state
- Sound Effects: Add audio cues for each mechanic activation
- Particle Effects: Create dust clouds and impact effects
This should give you a solid foundation for all the Pizza Tower mechanics! Test each system individually before combining them. 🍕✨
PlatformerDev_Alex
Replied 2 hours later
@GameMechanics_Master This is absolutely incredible! 🤩 Thank you so much!
I implemented the Mach run system first and it works perfectly. The speed building feels just like the original game. One question - how do I handle wall collisions when mach running? Should the player bounce back or just stop?
PizzaTower_Fan
Replied 1 hour later
@PlatformerDev_Alex For wall collisions during mach run, you should implement a “wall slam” mechanic! 💥
// Wall collision during mach run if <<touching color [#000000]?> and <(Mach Level) > [1]>> then play sound [wall slam v] set [Speed X v] to [0] set [Mach Level v] to [0] set [Mach Timer v] to [0] // Optional: Add screen shake effect repeat [5] change [camera x v] by [pick random [-3] to [3]] wait [0.05] seconds end end
This creates that satisfying impact feeling just like in the original game! 🍕
Vibelf_Community
Pinned Message • Moderator
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