Commit Graph

245 Commits

Author SHA1 Message Date
f79e483a57 Acceleration independent of physics fps, tile fix
The tiles had not perfectly quadratic shapes, so they caused some bugs.

I also made a adjustment to the reverse movement check and
the recovery of the strafe move
when touching walls.
2022-07-10 20:54:38 +02:00
f75c76e437 Flying Laser Cutters 2022-07-10 16:44:46 +02:00
193bad8702 Rotating ore, flying laser cutter art 2022-07-04 21:19:09 +02:00
Jakob Feldmann
6951028145 First level prototype, fixed inair movement 2022-06-27 22:39:55 +02:00
fb52fd0ecd Basic animations for Blobby 2022-06-27 00:35:12 +02:00
db1696721f Changed start window size to be bigger 2022-06-25 15:52:58 +02:00
85348bbd3f Turret Laserpointer and raycast selfcollision fix 2022-06-25 15:43:49 +02:00
c3255b30f2 Inair move forgiveness, camera zoom, jump height 2022-06-25 15:31:43 +02:00
bf5af96d20 Fixed unresponsive loaded scenes, when using UI
The Button for switching to a different scene now unpauses the tree
and frees the previous scene from memory
2022-06-25 15:02:10 +02:00
38c61eefd6 Fixed Main Menu with level select, new Tile Sizes & assets
Main change is the fixed main menu

The other changes include newly added resources, like
the new ground tile and blobby animations/designs

I also experimented with the display size and camera

To adapt to the new Blobby design, the default tile size was changed
to 24x24
2022-06-25 14:27:12 +02:00
68511984c7 Added laserpoint to turret scene & move testlevel 2022-06-20 23:00:43 +02:00
9cef352fe2 Fixed spring impact registration, camera tilemap limit
The incoming velocity of bodies going onto the spring is,
now saved in a signal connection.

The players camera is now limited to the extends of the tilemap.

I also experimented on the viewport a bit.
It seems like I can't simply swap out the default viewport
with my own configured viewport and use it in the editor normally.
2022-06-19 18:12:29 +02:00
40ac349bf1 Default texture import, animation test assets 2022-06-14 18:05:32 +02:00
e85e2747e3 Ignore Addons Folder (correct way) 2022-06-13 20:53:36 +02:00
0b603c75ca Revert "Ignoring Addons Folder"
This reverts commit 6c3be182aa.
2022-06-13 20:51:40 +02:00
6c3be182aa Ignoring Addons Folder 2022-06-13 20:42:24 +02:00
Jakob Feldmann
ad5c9d6d78 Turret anim transition into search & firing rate 2022-06-11 22:32:53 +02:00
Jakob Feldmann
5359d5dd75 Fixed Turret incorrectly using references to freed objects 2022-06-11 15:49:35 +02:00
bd6103a766 Turret shoots, can loose player 2022-06-07 19:47:08 +02:00
162a5b485e Simple turret tracks player in limited angles 2022-06-07 17:26:01 +02:00
c3ed976783 Turret state machine stub and default state 2022-06-04 21:14:49 +02:00
71cf76e9ef Rudimentary turning and player detecting turret 2022-06-02 20:08:02 +02:00
1a45a0ca84 Group based area/body detection, walljump fix 2022-06-02 19:18:10 +02:00
6605221398 Fixed velocity problem for landing on moving floors
The problem was that blobby got the velocity
of the velocity_jump_boost added to him whilst
jumping on a moving platform without moving
2022-05-31 23:09:43 +02:00
b75d57499a Usable Spring Platform Implementation
The spring is a Node2D with it's self contained physics.
It manipulates the vertical velocities of parents of
areas that come in contact with it, based on their
current velocities and masses.
2022-05-30 17:28:08 +02:00
8d92d285d9 Movement accelerations use two step euler method 2022-05-29 23:29:00 +02:00
6bf50d1bab Jump forces, smoother falling, ez walljumps
The jump velocity is not calculated on a one second basis anymore.
Instead the 60hz physics ticks are
the new reference for the jump force constants.
This is to unify the calculation of velocities in the blobby class.

Walljumps are now easier.
A just pressed jump event was changed to a pressed jump event.
This means the player can walljump,
with pressing a direction while sliding down a wall and keeping jump pressed.

Falling was smoothed out with a slightly and naivly improved euler method.

Also the spring is being experimented on.
2022-05-28 16:10:33 +02:00
1b7b6acd09 First working spring implementation
The behaviour of the spring is
erratic still.
The main problem is:
Blobby being slowed down,
disproportionally much when touching the spring surface.

A communication between the contraption and Blobbys physics needs to happen.
He has to slow down according to the, motion of the spring plattform,
and not go to 0 because hes touching some ground.

The other thing is that it should be always possible to jump.
Currently the platform can move down faster than blobby and cause
him to hover, which makes jumping
unavailable.
2022-05-23 22:12:09 +02:00
9c2a01f8a1 Renamed Areas and Bodies, slight restructure, preliminary spring 2022-05-23 16:19:32 +02:00
cb894d1c5d Gitignore and readme 2022-05-17 20:56:11 +02:00
8ea91e0f05 Spring with capsuled physics(no interaction) 2022-05-17 14:39:48 +02:00
e421662534 New blobby character, overhauled project structure 2022-05-16 12:46:06 +02:00
82028789e7 Midair boost, easier walljump, dpad fix, physic adjustments 2021-05-18 15:23:09 +02:00
7fd2c58218 Coyote time and jump buffer, walljump fix 2021-05-11 20:07:43 +02:00
36595e81ec Jump height control, walk level, adjustments 2021-05-11 14:17:37 +02:00
61cd57c253 Stone Texture, Wallslide/Jump, Level One Draft 2021-05-09 19:44:05 +02:00
ce04af9332 walk/run states, in-air movement, gravity fix 2021-04-13 23:46:07 +02:00
7d3a99b284 Working jumps and friction 2021-04-11 01:54:59 +02:00
742b79db52 Inertia based movement(broken jumps) 2021-03-30 22:57:34 +02:00
edc8a4d16f Debug Textbox that shows current State 2021-03-19 17:21:30 +01:00
67f2466f8c Player Movement intiated via the PlayerStateMachine 2021-03-14 13:25:52 +01:00
Jakob Feldmann
6500d525cd RayCaster Tutorial angefangen 2021-01-08 18:28:32 +01:00
Jakob Feldmann
58fa20d2e7 Added a StateMachine interface 2020-08-09 17:12:05 +02:00
bbe611c1aa Ignored .import, new Statemachine script 2020-08-09 16:20:39 +02:00
Jakob Feldmann
2c4d089643 Result of the GDQuest Tutorial 2020-08-06 10:40:10 +02:00