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(7 edits)

1. Ahhh. Ok. Texture filter Nearest… Hey that worked! Thank you :D

2. Yeah, I know about the back of the player sprite.

It’s the first time I tried working with sprites, and I had issue splitting them properly. Only noticed the back of the player after crunch time, and figured it wasn’t worth to fix.

3. Yup. I agree with the shadow too. It just wasn’t prio. I barely managed to get a level in the last like hour or so >.<

4. Ah! That might be a good solution!

I wasn’t sure what would be a good way to make the jump ‘feel’ better. And my first assumption was that I did the hitbox really badly (which I kinda did).

But this might really help.

I’ll note it down to look in to!


Another thing I wanted to check was making the player faster / jump higher with size, but again, time (for testing/tweaking).

Also, other mechanics Q_Q

Also actual playtesting XD

AlsoAlso, I never managed to figure out how to ‘pause’ the game when the player falls in the hole, or hits the “end level” point - without also disabling the UI

FWIW, get_tree().paused = true/false and, critically, in the Node section, make sure your pause menu is either Paused or Always it can run while paused. I have global.gd autoload with a toggle_pause function (it’s _ready() sets itself to Always).

Another thing to be careful of, make sure you manage tween and timer process mode too. If you use get_tree().create_timer(), since it’s part of the scene tree, it always runs by default vs create_tween() inside of a node, which inherits it’s parent process state so generally behave correctly. At least I think it’s this way, might be the reverse.

(2 edits)

get_tree().paused = true …

make sure your pause menu is either Paused or Always

That’s what I tried. But I must have made a mistake somewhere.

It wasn’t working immediately, so I forced myself to not get hung-up on it, and try work on other parts.

I guess now’s a good time as any to try fiddle/tinker to see what I might have done wrong.