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Oh, I see. The corkscrews just don't work very well with the 2D code. I actually thought I had it working a little different while you were in the air to prevent things like this but I guess I changed it back for some reason.

As for the slopes thing- that's just how it works. Once you enter a slope, the ground normal threshold lowers until you're on the ground again. Until then, player movement is treated as if you were in the air. The idea is just go fast enough so that doesn't happen.

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Yeah. Figured that was how the slopes worked. It just seems strange to levitate the player half clipped into the ground as apposed to just forcing the player to walk/roll back down the slope.

Anyways, glad to hear the corkscrews worked at some point. Hopefully it isn't too hard to get it back to that state.

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The clipping is just how the model is positioned when the player is in the air. I guess I could change it to snap to the ground whether its sloped or not, but it doesn't really matter. Might fix that in a later update if I have time.

Edit- I've updated the GitHub release with a fix for the slope problem; I haven't updated the demo yet but that should be included in the next build, whenever that is.

Anyway I've updated the download to fix the 2D problems as well as fix a few other things.

Also, I released the framework yesterday, but I haven't announced it officially outside of my Discord yet. You can download it here.

Nice! I'm watching the GitHub now. Gonna try out the framework soon.