Thanks heaps, I keep forgetting I started this project haha. It's comments like this that make me want to return it and keep exploring the idea.
Gumpy Function
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Hi there. I have designed the course to double as a beginners guide to GB Studio itself - especially lessons 1 and 2, which take you step by step through all the basics. The scenes created in lessons 1 to 4 are all Top-down scene types as well, so you will find them most useful. Lesson 5 also covers animation states in more detail so you will find that one paritally useful at least.
Since lessons 1 to 6 are free, I'd recommend certainly working through 1 to 4 as that will give you a great foundational knowledge when starting out. Cheers and good luck!
Great to hear it's helped so much. Since you have already paid, you automatically have access to lesson 11 and all future lessons when they are released.
You can download lesson 11 via your 'My Library' list. Click on the arrow next to your username in the top right corner of your browser to find your library of purchased games/software on itch - the Let's Build A Platformer! Course will be there if it's already been purchased.
I am still working on lesson 12 and up. I release each lesson as I complete them and will update everyone as soon as I can. It takes me around 4 weeks to complete each lesson. Thanks for your patience!
Hi Mark, make sure to unzip the downloaded file as GB Studio won't be able to read the project file unless unzipped.
Once you have unzipped the download file and opened the project, you will be able to view lesson 3. I have made added comments that will explain all the Lesson 3 code and concepts within the project.
I recommend reading the Lesson 3 Overview Devlog as it will introduce the lesson and let you know where to find the comments:
https://gumpyfunction.itch.io/lets-build-a-platformer/devlog/813150/lbap-lesson-...
Hey there, the camera will follow the player as the dash occurs, which can be tweaked to your liking by editing some of the dash related Platformer+ engine variables in the Project Settings Menu.
Here are the dash settings I used in the project (check Lesson 6s project to see the others, if you like).
Dash Input: Double Tap
Dash Style: Ground
Dash Momentum: None
Dash Through...: Nothing
Dash Distance: 600
Dash Time (frames): 10
Dash Recharge Time: 10
Dash Camera Deadzone: 4
You could look into changing the 'Dash Time' (in frames) setting, in particular. Increasing that will slow down the time it takes for your player character to travel from start of dash to end of dash and reduce the erratic camera movement.
Here are Hauntologys P+ Docs if you need any more info:
https://github.com/becomingplural/GBS_PlatformerPlus/tree/main/docs
I haven't settled on a figure yet. That will depend on how much time I will have spent on completing the full course.
As I write the course and develop the LBaP! game, the concepts I include will often expand or I see an opportunity to add something to the game to cover an additional topic that wasn't initially planned. For example, after I wrote a lesson on implementing collectible coins and updating the HUD, I decided to add a shop to the Home Town scene so the player can spend those coins. And I can also cover topics like implementing menus with selectable items to buy for those that want to include a shop system in their own games.
Each takes me about 20 to 30 hours to make so it's difficult to determine what kind of price I should put on it at this time, unfortunately. But the first 6 lessons will stay free and will be enough to get anyone settled in to making a platformer on their own.
Hey there,
There are a couple of ways to do this.
You could set a global variable to true at the start of the dash state and then false at the end using the 'Attach Script to P+ State' event. Then check that variable in the enemies 'On Hit' script. If true, then destroy the enemy, else player is hurt.
There is also the 'Store P+ State in Variable' event in the P+ plugin. That checks what state the player is in and stores it in a variable. You could use that event within the enemies 'On Hit' script. Directly after that event, you check if the stored variable is equal to the dashes value (the 'Store P+ State in Variable' event will tell what value is associated with what state) and run a script if true, else player is hurt. If you need to check for multiple states at once, you can use an 'If Math Expression' event.
I'll add this kind of functionality to the game in an upcoming lesson, in fact.
All good, great to hear the feedback. I thought about enabling it for this lesson because the frame rate dips are pretty bad. But then I figure its a good opportunity to see what happens when you start adding all these plugins and features to a game in DMG mode and hold off on enabling it for learning purposes.
I'll be discussing my thoughts about DMG mode in relation to GBS platformer design in the next lesson but essentially; making a good platformer in GBS effectively requires the GBC as the P+ engine is a must IMO. While it does provide a good amount of scope and depth for designers, it is at the cost of optimized code.
When I started making Feed IT Souls for GB Compo 23, my original self-imposed challenge was to attempt to create a good platformer that runs smoothly in DMG mode within 6 weeks. By the end of week 1, I realized it would be impossible for me to implement mechanics that would make the game unique/interesting and have it run well. This is why Feed IT Souls uses a single palette - the art was made with DMG in mind and in jam conditions, I wasn't about to redo it all for color mode, instead opting to give the player unlockable palettes.