Skip to main content

Building an Endless Jumper using Godot engine

Godot has a lot of features that are specifically designed for the 2D game development. This also means that there is almost always more than one way to implement a game. 

You can play online before you read any further:

https://vkrishna.itch.io/color-jump


Things I wanted to achieve:

  • Flexibility to design chunks of gameplay
  • Build a procedural system to use these chunks
  • A workflow for quickly treating it the chunk changes
Attempt 1:
I created an array of strings which would represent each rite if the world. Though this sounds ridiculous at first it works for a jumper game as the horizontal movement is limited.




var block = [

“[___________]”,

“_______”

]


The advice structure worked fine but I quickly ran into a problem. It was getting hard for new to visualise  what The chunk was going to look like. So I wanted to leverage the tile map editor from engine to do the level design as well

Attempt 2:

I had good format for describing the chunk but it was hard to create New chunks without a lot of trial and error.

So I created a new scene in Godot for editing abs spitting out tile chunk description for be to copy and pate into the code I already wrote for reverting chunks based on string array. 

I attached a script to the root buffer of the scene and made it a tool. This let me write code that works in editor that  captures the UI-selects input and generates a string per line in the cell used in the tile map for chunk creation

Attempt 3:

Very soon I started to realize I didn’t need to do the tedious work of printing the chunk strings and then copying them for the actual game, I created a single scene with all the levels designed with multiple GridMaps in it, which i instantiated at the beginning of the game and extracted the level details from each of those GridMaps within the design scene. Once i had the levels, i could just free the design scene and move to creating the levels dynamically during gameplay. 

You can checkout the source code of the game: https://github.com/vkbsb/ColorNJump


 


Comments

Popular posts from this blog

Epic Games Store on Steam Deck

EGS ( Epic Games Store ) like it or hate it, has been giving away free games and if you like free games you would have picked up atleast a couple of them. So given that some of those games are Deck Verified / Playable, its fair to assume you would like to install the EGS on the Deck.  Installing EGS on Steam Deck Switch to Desktop Mode on your Steam Deck Download the EGS installer for windows from the Epic Store website: https://store.epicgames.com/en-US/download (using your web browser of choice)      Open Steam in the desktop mode and add the installer as a non-steam game                                In the browse window, switch from .desktop files to All files. Select EpicInstaller-xxx.msi and add it to steam library. Find EpicInstaller in your steam library and open its' properties by hitting the "Gear" icon on the right side of game details page. Set the proton compatibility to latest one. Now hit the play button and go through the install screens of EGS.  Once t

Vehicle Physics (Godot 2D)

I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab

Flash animations in GoDot Engine

If you have not heard about GoDot game engine,.. you should check it out right away.. godotengine.org Last time, i wrote a blog post about my experience making a simple physics game to GoDot Engine. Though there are a bunch of free options announced during the GDC this year, i thought ill' contribute to the engine. The one piece that is most important for game dev is the pipeline for the engine. One of the most common tools used for 2D animations is Flash. I have been using a library called Super Animation for almost all the games we've made for android at TMG. It's  a  free tool which lets you convert swf files to .sam files. This file can then be loaded in Cocos2Dx using the Open source loader library  https://github.com/raymondlu/super-animation-samples I thought it would be a good idea to port this cpp library to GoDot so that i understand how to write custom modules for the engine. This is the video of the module in action. I have exposed