Well done for submitting! It's definitely better to get something out there (especially in this game since there's a free course) even if it's not fully finished. The bits you did get done work really well. Before getting enemies done, might I suggest looking into static traps as that's usually easier to get going with. Best of luck with your future games
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Running From My Problems's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #744 | 1.964 | 3.000 |
Theme | #815 | 1.964 | 3.000 |
Music | #881 | 1.091 | 1.667 |
Sound | #900 | 1.091 | 1.667 |
Story | #903 | 1.091 | 1.667 |
Aesthetics | #930 | 1.528 | 2.333 |
Fun | #961 | 1.309 | 2.000 |
Overall | #968 | 1.309 | 2.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
no
Comments
Thank you for the feedback. I was avoiding static traps specifically because the theme of this game was meant to be trying to evade enemies who were chasing. I wanted the players to have free reign to move through the level.
I did spend more time on the pathfinding than I had wanted to, and by the end, I just didn't have time to implement anything else.
Hey! I like that you mention what your intention were and what went wrong, I think all programmers has been there - using far too long on something and then the deadline just inches closer. I my self spent far too long on learning how shaders work to get a water effect on my game, which I had to scrap because it just wouldn't work :) Good thing is that your animations are good and smooth. Your level is good, I see its potential :) Keep it up!
Hello! I think you did a great job on hooking up the animations for running, jumping, and falling really well. I am also a Godot developer using 4.2 (about to go to 4.3). I think you should check out Brackey's new Godot tutorial on Youtube if you want to try again or to try fixing up the features you mentioned. The video covers everything you wanted to add and I think it would really help.
In my top down game I used the Player's position to force the enemies (called Hero in code) to walk directly towards the Player and an Area2D node to detect if they reached the player to stop them from moving so that they can shoot. This is different than what the Brackey's video did, but it might give you an idea for the future. I modified my code a bit to show the important bits.
The part that says "if body is Player" works because the Player script starts with "class_name Player extends CharacterBody2D" so Godot can recognize it in other scripts for certain things. In this example, all of my enemies and the player are attached to a main scene called Map01, so I am able to get the map in the enemy script and the first child of the map which is the player. This is by far the clunkiest script you could use, but it works.
class_name Hero extends CharacterBody2D @onready var map = get_tree().root.get_node("Map01") @onready var player = $Player var can_move = true #physics for a CharacterBody2D func _physics_process(delta): if can_move == true: var player_position = map.get_child(0).global_position move_direction = (player_position - global_position).normalized()else: velocity = Vector2(0,0) move_and_slide() update_anim() #Area2D node signals func _on_body_entered(body):if body is Player: can_move = false func _on_body_exited(body): if body is Player: can_move = true
Thank you very much for the direction. I had plans to check out Brackey's new videos very soon, but I didn't think he would cover pathfinding of this sort. The method I was using (from another tutorial, based in 3.x Godot) used raytracing to generate points the enemies could move between. I wanted to make sure the enemies could follow the player up cliffs and across jumps. But, the raytracing refused to detect collisions with the tilemap, so my next goal is to learn more about the raytracing systems in Godot.
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