Oh. good to see people working on mods getting interest in original game making!
Not too many levels, just enough to demonstrate the mechanics with a harder one at the end. Sometimes it’s a bit frustrating as air controls are pretty stiff (you don’t exactly cancel an air dash but rather go into the opposite direction which goes too much backward if you do it too early) and I felt like I fell many times on easy sections. But the whole challenge is estimating a good position to start dashing, and then adjusting mid-air if needed, after all.
It’s not possible to dash from the ground which disturbed me on level 3 or 4 since there is a corridor here you can barely jump, yet you are expected to dash through a wall to reach the goal.
It’s fun that the fire stomp burns leaves on the ground, although it would be cooler to just stomp through breakable ground (but then there wouldn’t be any fire mechanic at all - unless you implement ground dash and then you put burn leaves on the ground with a normal dash).
Anyway, if the objective was to learn Godot 4 2D physics, that seems like it was a success! If you’re interested in pushing arcade games further, you can always try some dynamic height jump and airborne acceleration next. Or, if you fancy ragdoll and organic physics, you could try a truly physics-based game with joints, momentum, etc. (I have myself barely touched this, it was only for aesthetic cloth motion and it didn’t work out so well, so I wouldn’t be able to give you advice beyond general physics concepts).
I guess it's worth noting that this build was made in Godot 3. My old computer was incompatible with Godot 4 and I only upgraded within the past couple months, so I was hesitant to make the jump to 4 for awhile.
I am working with Godot 4 now, but I basically rebuilding it from scratch so it might still be awhile before I share an update, but this is an ongoing project more on the educational side. So it'll likely get another update or two once I get caught back up in Godot 4.
Ah, I see, many things became easier, with a few motion API becoming more obscure in Godot 4 (such as slope snapping) but recently they implemented suggestions we had and so it should be pretty easy to do both simple platforming and more advanced stuff like slope snapping - I forgot to mention it in my previous post but that’s actually a nice “next step” to try as well.
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Oh. good to see people working on mods getting interest in original game making!
Not too many levels, just enough to demonstrate the mechanics with a harder one at the end. Sometimes it’s a bit frustrating as air controls are pretty stiff (you don’t exactly cancel an air dash but rather go into the opposite direction which goes too much backward if you do it too early) and I felt like I fell many times on easy sections. But the whole challenge is estimating a good position to start dashing, and then adjusting mid-air if needed, after all.
It’s not possible to dash from the ground which disturbed me on level 3 or 4 since there is a corridor here you can barely jump, yet you are expected to dash through a wall to reach the goal.
It’s fun that the fire stomp burns leaves on the ground, although it would be cooler to just stomp through breakable ground (but then there wouldn’t be any fire mechanic at all - unless you implement ground dash and then you put burn leaves on the ground with a normal dash).
Anyway, if the objective was to learn Godot 4 2D physics, that seems like it was a success! If you’re interested in pushing arcade games further, you can always try some dynamic height jump and airborne acceleration next. Or, if you fancy ragdoll and organic physics, you could try a truly physics-based game with joints, momentum, etc. (I have myself barely touched this, it was only for aesthetic cloth motion and it didn’t work out so well, so I wouldn’t be able to give you advice beyond general physics concepts).
I guess it's worth noting that this build was made in Godot 3. My old computer was incompatible with Godot 4 and I only upgraded within the past couple months, so I was hesitant to make the jump to 4 for awhile.
I am working with Godot 4 now, but I basically rebuilding it from scratch so it might still be awhile before I share an update, but this is an ongoing project more on the educational side. So it'll likely get another update or two once I get caught back up in Godot 4.
Ah, I see, many things became easier, with a few motion API becoming more obscure in Godot 4 (such as slope snapping) but recently they implemented suggestions we had and so it should be pretty easy to do both simple platforming and more advanced stuff like slope snapping - I forgot to mention it in my previous post but that’s actually a nice “next step” to try as well.