Thisis the actual movement code that must be placed in the step event after you have modified the xVel and yVel as you see fit for you objects (like player input, jumps, falling mechanics and so on)
The logic behind it, is the same. Round the speeds while keeping track of the sub-pixel values, move 1px in the direction of the speed for as many times as the value of the speed until we collide with something.
Hey there, this is my first time posting anywhere for assistance with my code for my little test game. I have been scouring various forums and videos, trying to get a dashing mechanic working, however everything I have tried has not worked. What I would ideally like to happen is for the player to dash forwards x distance (over maybe 0.1 seconds) and then return to his normal speed, and be unable to dash again for roughly 1 second.
The 2 images posted below contain all my code that I currently use to control my character. I had removed everything related to the dashing mechanics the last time I failed to get it working, so this is the bare-bones script I am currently using.
The platforming genre has been around for the better part of three decades, covering almost every single console that has been released. From 2D platformers to 3D platformers, and everything in between, the genre is both chock full of great games as well as consistently innovative. Platforming games, by nature, are pretty easy to pick up and play, mostly because the aim of the game is to run and jump your way through myriad stages.RELATED: Platformers Every Gamer Needs To PlayWhile there are plenty of "by the books" platforming games, there are also dozens upon dozens that eschew traditional platforming mechanics in favor of pure creativity. They may include the basics of jumping, double jumping, and collecting all manner of items, however, there are some that find ways to bring a creative twist to the genre as a whole. Here are some of the most creative platforming games that offer you some unique mechanics.
Snake Pass is a truly one-of-a-kind platforming experience, one that doesn't have any "traditional" platforming movement mechanics. Instead of jumping and running, you must maneuver your snake around like snakes do, slithering, sliding, and coiling around objects.
Snake Pass is truly unique in that you must navigate your way through each highly interactive stage, collecting items, and reaching the goal point without ever jumping once. It's a tough game to get to grips with, mostly down to the bizarre controls. However, once you get into a snake-like rhythm, it's an utterly fun and endearing game.
You likely haven't heard about Crumble. This small indie platforming game isn't really discussed in the platforming discourse, something that is quite unfortunate given how fun and creative the game is. In Crumble, you play as a sentient blue ball who uses his tongue to grab onto various surfaces.
The blob-like hero of Crumble is able to roll across each stage, jumping when necessary, but ultimately relying on his sticky tongue to grapple and glide across the vast platforming expanses. There is something thrilling about the pure sense of speed and momentum in this game.
Another criminally underrate and overlooked indie game, The Gardener and the Wild Vines takes the platforming genre and throws in some garden shears and vine-based platforming action. In this wholesome game, you play as the titular Gardener as he searches for his one true love, namely, the Prince.
The platforming game here is based on ascending medieval towers, castles, and structures via cutting through flowers and vines. Each cut of a vine or flower gives the Gardener a new platform and a new way to ascent the various towers set across a beautiful fantasy land. Timing, precision, and speed are highly important aspects of the creative platforming this game offers.
Super Mario Odyssey likely needs no introduction given that it's a Nintendo Switch platforming juggernaut. Apart from the creative, open stage designs, the quirky characters, and the gorgeous presentation, it's the fantastic capture mechanic that sells this game.
Mario's companion in this game is Cappy, a sentient hat that gives Mario the "unique" power of capturing his foes. Each new world offers new ways for Mario to capture his foes in order to use their powers to his advantage. It's a mind-boggling mechanic and often feels quite harrowing when you stop to think about how it actually works. However, you can't deny it makes for a fun and creative platforming experience.
Glover, the Nintendo 64 and PlayStation 1 era 3D platforming game is nothing if not bonkers. Glover tasks you with playing as a large glove, one that must guide a colorful ball across a multitude of stages. If that premise alone doesn't at least intrigue you then it's hard to know what will.
While Glover isn't exactly renowned for its gameplay, often coming across as tedious and repetitive, it's hard to argue with its pure ingenuity. The sheer idea of playing as a giant glove who can ride atop a ball is something straight out of the 90s. It's bonkers and fun in equal measures.
Yoku's Island Express is a remarkable platforming adventure game that mixes in a hefty and enjoyable dose of Metroidvania goodness. Yoku's Island Express has you play as a humble dung beetle who must deliver the mail to the residents of the tropical island paradise he finds himself at.
The unique and creative platforming mechanics in this game come in the form of how you move through large parts of the game, specifically, via pinball sections. While you can roll and hop through certain parts of the island, the majority of the exploration has you guide Yoku through pinball gameplay sections. It's so darn charming and fun and will likely keep you hooked for the entirety of the game. Here's hoping the game receives a sequel one day.
A Hat in Time is a mostly iterative and simple 3D platforming game, however, dig a bit deeper and you get to the real heart of the game. The gameplay here is all about Hat Kid's various hats. While the title of the game might give that away, it's an utterly enjoyable part of this unique love letter to all things 3D platforming.
Hat Kid heads off, pun very much intended, through various worlds such as Mafia Town and Subcon Forest while equipping various hats. These hats are not just for looks since they give her powers such as riding a scooter, freezing in place like a literal ice sculpture, plus many other abilities. If you missed out on A Hat in Time then you owe it to yourself to see how the hats in this game up the creative ante for the genre as a whole.
Kirby's Epic Yarn might just be one of the most wholesome and charming platforming games ever. Hyperbole aside, this game provides a deep and nuanced 2D platforming experience. The world you explore as the pink blob is quite literally crafted and stitched together via yarn, as well as a host of other crafting materials.
While much of this yarn-heavy presentation is for presentational purposes, Kirby does get to swing from yarn, transform into new yarn characters, and even unravel parts of the stage in hopes of finding secrets and hidden goodies.
Building a platformer has been something of a holy grail for me since I first started tinkering with Unity. I grew up playing NES games like Super Mario Bros., so in some ways platformers are what I think of when I think of video games.
Currently, I tend to lean on Physics2D.OverlapCircleAll, which returns all colliders within a given radius of a point. It returns a set of Collider2D objects which can be used to determine whether any ground layers are hit.
im making a 2d platformer in godot with a dash mechanic. i have already tried implementing it myself. i have put in a cool down timer for the dash(which works), made it so that cant dash while in air(which works), and animation(which doesn't work).my code has the following problems:
Your code seems good. The problem might be from your camera2d. In order to implement a proper dash effect the camera needs to have a smoothing effect(it has to slowly stop when it reaches the player whenever the player moves). It acts as a lag, if there is no lag then the camera will sharply follow the player at every moment and will make a dash seem like a teleport. Try out these camera settings. In the camer2d property section enable the current property, under the limit section enable the smooth property, under the smoothing section enable the smoothing and set the speed to 8.8.
The evil Dr. Lunacy has stolen all the zoo animals and scattered them throughout time! As the zoo-keeper, you undertake an adventure through different time periods and return the animals to their rightful place in the present.
TimeKeepers is a pixel platformer inspired by Ape Escape, Timesplitters and any number of other modern pixel platform games. It is currently early in development with some basic mechanics still to be finalised.
In the coming week I want to get one complete area of the game done and also get the mechanics for the beginning of the game working - a lot of the story-telling happens here and sets the scene for the whole game until near the end.
There will be incentives for finding secrets and 100%-ing each time zone. There is a relic hidden in each area and a second relic rewarded for collecting everything in each area, so 12 relics in all to collect. There may be a second playable character to unlock if everything is 100% though not sure about that just yet.
Before getting to the level-design developments that Half-Life uses, I want to talk briefly about the platforming mechanics at play in the game. Jumping and momentum arerelative to the traditional platformers this game borrows froma little wonky in Half-Life. On the one hand, the conservation of momentum in Half-Life makes for some fairly realistic interactions (at least by 1998 standards) when making jumps with multiple vectors in 3D space or firing the tau cannon. On the other hand, most platformers are utterly unrealistic. The biggest problem with platforming in this game is that Freemans momentum can easily carry him over the edge of his target. Mario games after 1990even those in 3Dtypically allowed Mario to stop on a proverbial dime even at maximum speed. Even Sonic the Hedgehog titles gave the player a totally unrealistic level of control over Sonics momentum. The player can divert a very large amount of momentum in Sonic games in a fairly short space. Half-Life does not provide that level of precision in movement control; even when trying to walk precisely, players will often step farther than they want and careen off a cliff. So while I would not accuse Half-Life of having sloppy or inconsistent controls, I would say that anyone who is comfortable with pure platformers will have to make a significant adjustment for the platforming in this game. The difference is not game-breaking, but I can think of no compelling reason for the designers to put it in. Later in Half-Life 2 and Portal, the insistence on realistic physics makes sense, because those physics permeate everything in the game. In this game, however, it seems like the developers set up momentum the way it is just for the fun of doing it, and not for the fun of playing it. Whats more, all of these other problems happen through a first-person camera, making every platformer action more difficulta problem well see numerous times throughout this theme.
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