Giter Site home page Giter Site logo

platformer-toolkit's Introduction

platformer-toolkit

A Godot Project you can use to create your own 2d platformer

Player:

Control the player with WASD or the Arrow Keys. Jump with Space, W or Up. You can edit player properties by selecting the node and changing the script variables in the inspector tab

Double Jump

Activate "Can Double Jump" and you can define the number of jumps the player has

Gravity

Activate "Can Gravity" and the player reacts to the gravity areas.

If "Can Gravity" isn't activated, the player won't be affected by different gravitys

Climb

Activite "Can Climb" and you can climb on walls by jumping or falling against them.

While climbing press up or down to climb.

You can stop climbing by walking in the opposite direction of the wall.

Climbing refills your double jump.

You can change the climb speed

Glide

Activite "Can Glide" and hold up/jump while in air to glide.

If you're gliding in the wind, you'll be carried by it.

You can't climb while gliding. If you're at a wall and want to climb let go of the up/jump button.

Objects:

Wind

Place a wind and you can glide in it.

You can scale and rotate to set the size and direction. The particles will adjust automatically in-game.

You can change the wind speed

Gravity Area

If "Can Gravity" is activated in the player propertys, the player will be affected be these gravity areas. Similar to Mario Galaxy.

You can set the gravity direction as a vector or rotate the gravity are. Don't use both, they'll add together.

If "Parent Rotation" is activated, the rotation of the parent node will affect the gravity direction as well. Turn it off if you want to rotate the parent without affecting the gravity direction.

You shouldn't rely too much on the gravity feature. It's not very refined and doesn't work well together with all other features

Blockswitch:

Switch the red and blue blocks by walking over this switch

Cloud:

Semi-solid platform you can jump through from below

Trampoline/Pink Cloud:

Bouncy Cloud

Swing

Moving swing. Set the length, starting side and speed in the propertys.

Booster

Touch the booster and you'll dash in the direction of your movement. You can't dash down, you'll make a smaller dash upwards.

Coin:

Coin the player can collect. Collect all coins to win the game. The coin counter adjusts automatically

Death Trigger:

Area that kills the player when they enter it. Can be used for the death trigger at the bottom of the level or for things like spikes, enemies etc.

Dialog Area:

Area that displays text while the player is inside. Write the text in the „text“ property under Script Variables Can be used for signs or NPCs. (It’s used for the credits in the menu scene)

Teleporter Area:

Can teleport the player while they are inside. Under Script Variables, if Required Jump is activated, the player has to jump to be teleported. If not the Player gets teleported directly after entering the area. In the Destination property you can set the destination. Click on assign and choose a Node. It can be every object, but most of the times you want the destination to be at another door. If you want the player to be teleported to a specific location, create a Node2D or Position2D Node, place it where you want the player to be teleported to and set this Node as the destination

Fonts used:

[ codeman38 | [email protected] | http://www.zone38.net/ ]

Copyright 2011, The VT323 Project Authors ([email protected])

platformer-toolkit's People

Contributors

finn753 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar

platformer-toolkit's Issues

High FPS issues with collision and rendering

Hi there, tested the game kit (nice kit and nice job, ty for set this for free to the community, appreciated)

Turns out I found two issues one is this where after move on top of the pendulum for some reason some seconds later the character ends penetrating the platform shape and falls.

Another issues I found that's at high frames the character have some kind of ghosting past the 100FPS

sugestion: rename double jump to air jump

i think it makes more sense to rename the variable can_double_jump to can_air_jump, double means 2, while air jump may mean 2 or more.

anyway, great project btw!

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.