![]() ![]() GO IN - GAME, MENU > SWITCH CHARACTERS, PRESS C then V Wait to see if both beep, ok now press ENTER then esc u should have ninja. Press ENTER, press ESC and u will see you have thatĬharacter now. INFO : when totally in-game inside a phase for example, pres ESC, choose SWICTH CHARACTERS in menu, press C and select ANY character U DO NOT have. SUGGESTION for this problem : Press D twice cuz it will pause the phase selection menu. PROBLEM : D is also the Key for the in-game special phases select. ( PRESS TWICE to make sure u check it when u die! )ġ0 - D Pauses everything except u and the game. speeds press num8 3x)Ĩ - Numpad 9 Press to Lock Checkpoint when u die. Physics engines all work roughly the same way, and game engines are all pretty similar too.0 - NUMPAD 4 Enables / Disables KEY BINDING for u to talk on STEAM chat or MSN wihtou interference.ħ - Numpad 8 Goes up 3 times. Also, for fairness's sake, most of this has nothing to do with Godot. That's completely different from Mario or Meatboy, where you have continuous control and can stand overlapping tiles however you want. What kind of platformer are you trying to make? You mentioned tile-based movement and "integer based actors position", which means something like Flashback of Prince of Persia, where you can only move in full tile increments. Likewise you stop moving on the ground instantly if you release all the keys, but you slide like crazy if you try to reverse direction. You stop moving upward the instant you release the jump key, giving you a weird cut-off arc like you ran into a ceiling. Super Meatboy's mechanics for example, are extremely wonky. What exactly do you mean by "wonky"? If you're trying to make an object behave in physically-incorrect ways, that's wonky. Obviously, if you don't want the engine to do anything for you, then you have to figure out everything yourself. You can use an Area2D if you want, which will do nothing by itself and only give you collision results every fixed step. Kinematic bodies just give you a convenient way to check for collisions between two points. The "physics engine" in this situation is really just a "collision engine", and it doesn't impose any restrictions on you. What I'm trying to say is that you will have to code stuff, but that's not hacking - call it "tunning" maybe :) In the same game I can interact with objects, so I use a raycasts to do so. Your player will collide with objects that have a collision shape but if you need something to happen (like the player taking a hit from a bullet) you will need to handle this collisions. last_direction = 6 will do the same for the next frame and, finally, next_stop_frame tells me in which frame the player should be if the input stops. The if checks the direction the player was pointing in the last frame in order to change the animation. ![]() This is how I make the player walk to the right (compass standing for direction 6 for the key '6' of the numpad - just a personal way of mapping) here's how I deal with movement of my player in a 8 direction 2d game (bird's eye perspective): elif (compass = 6): You won't need to hack any physics stuff but you will have to deal with a lot of stuff by yourself (which i won't call 'hack' anyway).Į.g. As NeoD said, using a kinematic body is the way to go. ![]()
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