Open PatrickSparkle opened 7 months ago
The reason I disagree: How wise is pre-made platformer movement?
move_and_collide()
which is quite customizable in and of itself (and falls under the "direct adjustments to x,y" category).solid
; which objects should check for which objects (especially as pre-requisites for the event, including its placement in any object in the first place)?move_and_collide()
whereas a Sonic-style game might be better off with speed,direction. (Even then, This has too much make_game()
vaguery imo, and I thus believe YYG's time should instead be spent elsewhere.
Also, giving player characters and enemies the same platformer behaviors is time-consuming.
I suggest this because I don't know your skill level: Perhaps you just need to learn more (or apply more knowledge) about parenting, functions, and other time-saving programming devices.
Regards, Bob
Is your feature request related to a problem?
It takes a lot of work just to make a platformer character walk and jump without falling through the floor or glitching through a wall. Also, giving player characters and enemies the same platformer behaviors is time-consuming.
Describe the solution you'd like
A behavior system similar to the ones that GDevelop, Clickteam Fusion, and Construct have. These three programs have pre-made coding for platformer characters, projectiles, cars, 8-way motion, etc. For example, the work needed to make a platform character walk and fall without going through any solid objects is already done for the user.
Describe alternatives you've considered
No response
Additional context
No response