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[PLATFORMER] A W A R E

Image:
screenshot of the scene

Author: UnityDogGaming04

Group: Default

Filesize: 26.05 kB

Date added: 2021-12-04

Rating: 5.6

Downloads: 1607

Views: 408

Comments: 6

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

A W A R E 1.2.1

This is a game in progress, play it now while it's brand new, or play it a few days or weeks down the line when it has much more.
Press play and enjoy the experience. Controls in scene.

CHANGELOG:
1.0.1: fixed stray teleporter to background
1.0.2: fixed teleporter routing
1.0.3: changed ********** script to set player's ******** to * after ***********
1.0.4: changed the **** ****** of the ****** *****
1.0.5: matched the friction coefficients between the player and the *************
1.1: finished the first level
1.1.1: Added basic achievement system (only ornamental so far)
1.2: Improved achievement system, added a level
1.2.1: fixed level 2's text timing
Last edited at 2022/03/24 04:48:02 by UnityDogGaming04
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Cool dude, can you explain me how to make these type of platformers?:tup:
Last edited at 2021/12/04 18:25:38 by MyNameIsThis
i mean platformer
i got confused that this was a game
that's why my comment is edited
Look at the scripts inside the player. It's not the kind of movement I would normally use, using materialvelocity, which makes the surface of the player like a conveyor belt. There's a jump script, which simply leaps the player into the air, it's the bit that says vel = vel + [0, scene.my.jpower]. This variable, scene.my.jpower, is changed throughout the scene to fit each part of the game. Mostly, game design is saving any scripts that do something useful, then putting them altogether into a game, along with a potential few new scripts.
For instance, there's an unmentioned feature in the game, where if you press F, a ball will be chucked in the direction from the player to the mouse. If you then press E, you will be teleported to wherever that ball is, even if it's midair. This was really hard to figure out, even though I had done it before. I can't directly set the player's position to this ball, because the player's position is a local variable. Instead, I define a global variable when E is pressed, a position, that is set to the ball's location. However, after the ball is deleted, the palyer is still moved to this position every frame, essentially locking them in place. So, I added a second variable, basically a timer. this value increases by 1 every frame, and when E is pressed, it is set to 0. The player is locked at the global position whenever that variable is under a certain value. This allows the player to only be stuck at that location for a frame or two, which is exactly what I wanted.
I'm Free.