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Messy Bytes

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A member registered Jun 09, 2020 · View creator page →

Creator of

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Glad you like them!

Congrats! I took a look and left you a comment. Great work :D

Looking great! Knowing the jump speed and falling speed you can do some estimations on the actual needed jump height to clear a pit. That way you can avoid that weird interaction that happens when the character makes it but waits a bit to fall. It would look more like an arc. That said, it's only visual, the current functionality seems to work really good.

Glad to see you posting your own stuff :D

Amazing! Yes, in my opinion that's the end goal. I believe these modular tools are more of a teaching implement rather than the final solution. Use it to learn how you want your game to behave then make it your own. You rock!

Hey there. Thanks for checking out this project.

I just downloaded the project from the asset lib in one other existing project of mine in 4.4.1 and had no issues.

The export_custom is there only to store the values you set up on the property list, in latest versions it would be the same as export_storage. The property list is populated on _get_property_list().



You can see here that it gets the list of animations to populate the editor with and it shows them one by one. That's so the editor shows you all required buttons or animations but they are stored in a packed manner instead of a thousand variables.

In your screenshots you can see the Input and Animation group of parameters, those are where you set up.


That's weird. This was created on 4.3 so no issues Should be there. Also Godot 4.4.1 100% supports #export_custom. I just ran the project as is in 4.4.1 and had no issues. Have you tried downloading from the AssetLib? Don-t forget to set up all requested button inputs.

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Your animations should be defined in the animated sprite. Animations will appear on the animation section of the inspector (that section can be seen in the screenshot I included in this page, itch isn't letting me add it to this comment).

If you  are not seeing it there after adding them to the animated sprite then it might be some issue with the refresh function, reload the scene and it should be there. 

The way those dropdowns world is each movement type has some animations defined. When those movement types call for an animation they use the animation you define on the inspector. So for example, if you make a new animation in the animated sprite for running you can set it for the run variable in the animation section and you will see it when you start running.

Ooooh. I'll look into it! Thank you for checking it out and letting me know :D

No, thank you for sharing your work. All I did was make it modular and expandable. Your work inspired me :D

There's wall jumping included! It should be turned on by default. Check the wall jumping section of the settings. It works like in megaman x and you can latch to the wall with C. 

https://messy-bytes.itch.io/expandable-platformer-controller-2d here it is :D

Yes, I'm working on publishing it right now :D

Sooo that streamlining turned out into a complete rework. The question still stands though as your code was the start point for my work.

Hey. Thank you so much for this. I've been working over your code and made some streamlining and such for my projects. Do you mind if I also share this version? I can share it with you privately first if you want to look at it beforehand.

Great aesthetics and music! I like that you show the first trajectory of the projectile, I know showing bounces is hard but it would be great addition. I had trouble clearing levels but besides that it's a really solid idea.

YESSSS!!! We thought of that but didn't make in time, definitely an improvement for after the jam. Thanks for playing <3

I think the fullscreen button feature turned off. I've turned it back on if you want to try again <3

Ooooh, that's too bad. I don't know why you couldn't make it fullscreen as that's an itch.io feature D: Have you ran into this with other games? Are you on a chromium browser? Thank you for the comment <3

At first I thought the jumps were too tight to turnaround and it took some time until I got the premise but MAAAAN. I started laughing so hard when I saw the second upgrade. Great work, loved the sound design of the bullets going to the music. My only critics is that there could be a little more in between screens... like some enemies or something to make the travel a little more challenging. That and that for some reason the bullets sometimes don't break blocks. Major major props.

Niiicely done. Some times my shapes got stuck on the right due to them colliding with previously placed foodstuff. Loved that pieces stay in place after fried, gave me enough leeway to get out of some tight spots... also I guess it saved shou checking for some collisions so ++performance. Really great for the timeframe you developed this in, major props.

Big geometry wars vibes. 

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Amazing megaman legends-like aesthetics. Camera controls were a little too sensitive for me. Got a real giggle out of me when I left the bucket. Loved the snails <3 Also nice job on the thumbnail, the Nirvana cover really piqued my interest xD

Really trippy. Loved the effects. Great way to build up on previous stages. Amazing work. Also congrats on getting featured on one of my favorite youtuber's channel <3

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Soooo cute. Great puzzles. Got really stuck in some of them but may be because I'm dumb. Really fits the theme. Also, big snakebird vibes <3

Masterpiece. Great art and interpretation. I'm sad for the gecko.

Let's gooo I love golf games

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Great game. Cool art. Farming games are my weakness. Only feedback I have is to maybe expand the farm only in front so tiles don't get covered by the house. Oh and the sounds sometimes get too loud when they sound all at once.

Very cool concept. Nice art. It get's kind of buggy if you start smashing and don't move at all but it's very minor. I loved the waves.

Nice Game! Very cute intro. Physics are a little floaty but not uncomfortable. 

Thank you <3

Thanks for playing <3 glad you liked it

This is really cool. It is hard to grasp but it has a lot of potential.

Really cool. There's a curve to it but I enjoyed it <3

The vibes and aesthetics are great. The pacing is a little slow and it's kinda hard to find the victims. I enjoyed it, although I think the limitation is a little stretched.

Really cute and cool idea. Would love a score counter.

Yesss  we were thinking of Wario Ware while making this :3 Glad you liked it <3

It's not easy at all xD But glad you liked it :3

Lol the customer threadmill. It's al ittle hard to get used to but it's a fun dinner dash experience <3

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I didn't expect to try that many times to beat a highscore. But maaan, those scores are nuts.

I really enjoyed it :D Solid sounds too

Super cool pixel art, animations and visual polish