whoa very cool! that grapply hook looked a little tricky to figure out--i always get a little messed up too on origin and pivot points sometimes theyre diff and sometimes theyre the same and then constraints sometimes and it's just so ??? anyway cool stuff i can't wait to see this even more fleshed out!!
this grapply hook relies on construct 2's physics engine. i could not, for the life of me, get a non-physics based grapply to work. there arent actually any pivot points, though i'd love to have them. instead, when the 'hook' collides with a solid surface, the player character is forced toward the point the hook is at. the player doesnt have a lot of control while they're being pulled like this, which is why i added the ability to doublejump while in the air after grappling. i think it's creating some really fun gameplay elements, though. i just gotta get good at level design!! i'm trying pretty hard right now to design a level that really compliments this gameplay.