Hope you are all doing well
In this thread I will try to keep up making yet another platformer using awesome Gideros
First of all a demo link:https://mokalux.itch.io/gideros-tests
So far it has:
- cbump (gideros cbump is working fine, the issues I had before was between the keyboard and the chair
- ECS, following my hero (rrraptor
) I tried using tiny ECS (I am still learning it!)
- rrraptor's GCam
- coyote time and a kind of key buffering for jumping (I used a dirty trick for this one as they were many challenges)
- parallax bgs
- variable jump height
- 1 type of nme
- no delta time (which seems good)
- hide nmes and coins when not on screen (performance?)
- passthrough platforms
- moving platforms
- mobile controls
- ...I am quite happy with the result
- killing the player
- refining the code
- add a boss
- wall jump?
In this thread I will try to explain how I did things, you can ask any questions as well
I will post to GH
when I am happy with the code structure (God's willing
).Viva Gideros Studio
I am going to post it on GH asap.
Here is the demo: https://mokatunprod.itch.io/3dpixel-ultimate-stylized-nature-2d-pack
I pushed it as far as I could, now I am ready to "build" a story and make a GAME .
I used some hidden tricks, for example when you climb the ladder the player was jumping at the top which I didn't like too much, so I added a hidden wall and the result is pretty good imho
I especially like how the player falls off ground and platforms
For the ground and the path I used Gideros Shape with a skewed texture which I am a big fan of! can you believe that unity nor godot have implemented it!
What I don't like too much is how I handled ECS at the end, I kinda squeezed everything in one system
Another thing I would love to do is some tutorials (written and YT) but oh boy how am I supposed to explain all this?! bump + ECS + Tiled...
PS: no sound nor UI yet but you can already die and restart the level (wait when you die or press the R key to restart).
PS2: I need to optimize it as well.
PS3: now I am not sure which one I prefer cbump or liquidfun? ECS or classic classes? but that was very interesting and fun to code
What kind of story does it inspire you guys?
PS: for moderators if you think that this is a misleading link just tell me I will post the game on another itch page, or if you guys don't like me posting on this page, please tell me
So I said why not add jumping on enemies to kill them, then I said that would be cool if I can also stomp them but I already have springs with variable heights depending if the player holds the down or up keys plus passthrough platforms, ...
So the stomping was adding more complexity and whatnot. Is it adding fun to the game? I think so. Is it crucial? not at this point. Solution? keep this feature in mind and finish your game (GH source soon available God's willing).
This is my humble contribution to Gideros
code available on GH https://github.com/mokalux/PLATFORMER_CBUMP_TECS_20221101_wodt
Don't hesitate to fork and maybe make it a community game?
Hope this could help somebody
What is missing is optimisation
Peace and Viva Gideros