![]() ![]() You attach a RigidBody component and one (or more) colliders to your GameObject, and then you are good to go. ![]() In Godot, there are three types of physics objects (KinematicBody, RigidBody, and StaticBody). Your object has to have a CollisionShape or CollisionPolygon as well, and everything has to be parented correctly under your main object. It was very confusing, especially with the bounding boxes, and it just never did work correctly for me.Īfter about four hours into development, I knew I wasn't going to have the time to successfully make a game in Godot. Therefore, I fell to my backup plan which was to make a GameMaker game. I had heard a lot of bad things about how GameMaker handles things like collisions. Although, I have been impressed with some games that I've played recently, such as Crashlands, which was created in GameMaker.įortunately, most of my initial development was creating the vector graphics for the game characters, so switching to GameMaker didn't sacrifice too much work. #Stencyl resolution fullI had worked through some GameMaker tutorials before, but this was my first time creating a full original GameMaker game. The GameMaker development environment is very similar to Stencyl, which I used to create Dream World for Ludum Dare 30.Īll of the graphics were created with Inkscape. I made a simple tree, which was composed of the union of three circles for the leaves, and a simple path for the trunk. I created other obstacles such as rocks (rounded gray rectangles) and water (curved blue bezier lines) I created a red square, green circle, and blue triangle characters, which all had two frames of walk animation. I had originally envisioned the heroes to use an additive color model, while the enemies used a subtractive color model (magenta, yellow, and cyan). I abandoned that idea, since a yellow circle looked much better like an emoji. I created a purplish trapezoid as the first enemy. I also had the idea of making the heroes parallelograms with sides of equal length, while the enemies would have sides of unequal length. When I first started designing the movement of the playable character, I used the default GameMaker actions. The problem with this method, is that the character is stopped whenever one of the movement keys is released. So the player could be holding two movement keys (such as up and right arrows), but the player would completely stop whenever either of those keys are released. For instance, the character would expect to keep walking right if the up key was released. ![]() Also, with the default GameMaker movements, the chacter would move when the key was initial pressed, and would pause for a moment before it would continue moving. This is similar to typing into a text document, when a key is held down. To resolve this, I found a tutorial on making a platformer in GameMaker, so I just modified that method to work with a game in overhead view with no jumping.įirst it adds the character, then pauses, then repeatedly adds the character multiple times. This method keeps track of a horizontal a vertical movement speed, and the speed values are modified based on which keys are held down. Now, the movement controls felt much more accurate and responsive. Now that I had everything necessary to create a level, there needed to be a goal. I made a simple cyan diamond as a crystal. ![]()
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