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EyeBallTank
Working on Project Nortubel.
https://rentry.co/axmy9

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Joined on 8/24/21

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Falling/Conveyor platforms, Pushable, Soccer ball/goal and Ice physics

Posted by EyeBallTank - March 6th, 2023


Let’s see how far i’ve gotten right now:

Falling platform

Felt like it could be an easy addition just because i could use AnimationPlayer to direct everything (Shaking animation, collision, visibility, the “falling” and “respawn” effects etc).

Only the Player can make it fall, meaning that the Companion isn’t that heavy.

Conveyor platform

Also a basic idea in my head that somehow i struggled at first until i discovered that StaticBody2D has an exclusive function for this.

I’m glad because it affects both main characters.

Pushable object

Finally i got it working and thanks to mjbolt after i rewatched a video.

You’ll notice that the Player and Companion have subtle physics differences but still a very small thing and otherwise, it’s almost exactly how i wanted it to be.

Ice

So far, the Player has ice physics and i even made it that if you jump from an IceFloor, you’ll still remain the slippery jump and only return to normal by touching a regular floor.

(It seems the Cubio demo is gone, so the frankensteined code i took from it is all that remains).

As for Companion, it might be hard considering that their AI follower role is done in a way that their movement doesn’t seem to use a normal velocity/speed variable.

Maybe the solution is to learn the other ways to make an “AI follower” thing in GDScript and use that.

(Might be wrong but even if i had to “reinvent” their logic, i hope that at least leads to some other things being fixed/discovered).

Soccer Ball and Goal

I decided that the Soccer Ball might as well be a projectile, not only for combat but to also interact with goal nets.

Because these nets could be related to events in the level design (Even if as something like doors or unlocking pickups like a Mario question mark block).

How it works: First you press to “shoot” to be locked in the KICKBALL state, then press either left or right to kick the ball to a certain direction.

When you kick a ball, you go back to MAINSTATE but you can also press down to return to MAINSTATE without wasting a ball.

I might implement an “ammo” system for the ball or something.

The KICKBALL state also prevents the Player from having ice physics but again, that exploit won’t be common if you have no Soccer ball.

The amount could be one ball at a time and you could “pick” it up from, i guess a bag implied to have multiple of them.

What else

  • I once thought of making it so the Companion automatically jumps near an edge/cliff so they don’t have to rely on Player’s Y position, but i wonder if such a method would even acknowledge platforms and objects not part of the TileMap.
  • Something to consider is Companion CLIMB states because i hope that unlike their SWIM states, they don’t awkwardly shake since i could make their climbing based only on vertical directions (I might need an “interact” command related to them so i can decide when they start climbing).
  • Giving them CRAWL states could also be a good way to give them places that the Player can’t go and even use the Green Switches for situations where both characters are seperate (Maybe the real challenge would be rearranging collision shapes under these states).
  • Godot 4 looks amazing but as for now i’ll stick with 3.5.1 because there’s still more to learn on this version of the engine.

Project as usual is here: https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish


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