D8H
7af0153ceb
[Platformer] Fix: platformer characters can now jump when moving against a wall that is part of the same object as the floor. ( #4106 )
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* This bug could happen when using a tilemap collision mask object and not sustaining the jump.
2022-07-18 12:07:15 +02:00
D8H
f871b64011
[TileMap] Collision mask object ( #3313 )
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* The collision mask is read from the tile maps exported by Tiled 1.9+.
* Several collision masks can be used for instance to have platforms and ladders.
* Take a look to the wiki for more details https://wiki.gdevelop.io/gdevelop5/objects/tilemap
2022-07-13 15:12:12 +02:00
Peter Anderson
754845e5cd
Fix grammar for the description of the Platform behavior ( #4098 )
2022-07-13 10:49:50 +02:00
D8H
660cdd753c
[TopDownMovement] Add a condition to check which key was used or simulated and actions to change the current velocity ( #3800 )
2022-04-05 19:32:31 +02:00
D8H
53eab0ed62
Fix the "Is moving" condition of platformer characters by removing the 1 pixel per frame detection limit ( #3730 )
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This can be important for games with low resolution.
2022-03-16 19:09:14 +01:00
D8H
527b2566b7
Fix the platformer extension to avoid characters to be pushed downward when colliding a jumpthru while landing on another platform at the exact same time ( #3677 )
2022-02-22 11:40:17 +01:00
D8H
5ef23c0c70
Fix usage of the legacy trajectory for platformer objects for old project files. ( #3676 )
2022-02-20 19:21:18 +00:00
Florian Rival
ba2389a8eb
Move the deprecated property of the platformer object behavior into a specific group ( #3661 )
2022-02-17 18:33:58 +00:00
Florian Rival
5d2e0786ee
Sort actions/conditions in categories add icons to their groups ( #3583 )
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* This should make it easier to identify and find actions/conditions. Categories give more clarity and icons help to identify what's available without reading everything.
2022-02-03 11:45:53 +01:00
D8H
7d8b9190af
Add an option for Platformer objects to automatically grab platform ledges ( #3555 )
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* Platform ledges can be grabbed without having the left or right key pressed when this option is activated
2022-01-27 15:07:43 +00:00
D8H
22b117d2b3
Add an option to allow the platformer objects to go down from a jumpthru ( #3546 )
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* When activated, you can press the Down key and the character will fall from the jumpthru.
2022-01-26 15:42:23 +00:00
D8H
22f66c3297
Add developer documentation about jump trajectory theory in the Platform extension ( #3550 )
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Only show in developer changelog
2022-01-25 15:17:58 +00:00
D8H
bd2ff786e2
Add an action to change the current horizontal speed of a Platformer object ( #3539 )
2022-01-24 16:44:47 +00:00
D8H
55852f478b
Always stop the character vertically when the jump is aborted ( #3544 )
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* Also add a small test on abortJump.
* Also try to make descriptions more standard.
Don't show in changelog
2022-01-23 22:56:19 +00:00
D8H
f93ce55125
Add actions to abort a jump and change the fall speed immediately of a platformer object. ( #3537 )
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* This is useful to allow to "dash" toward the ground.
2022-01-23 14:47:34 +00:00
D8H
1c18beb68f
Add a parameter "try to preserve the current air speed" in the "max falling speed" action for Platformer object. ( #3534 )
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* This is useful to allow "gliding" or reducing the fall speed (for wall sliding) without riskying the object to go back up in the air.
2022-01-23 13:19:50 +00:00
D8H
6da11cf0ed
Fix jumping again disallowed when a platformer object is falling, even if jumping was allowed again at the beginning of the jump ( #3495 )
2022-01-23 12:29:17 +00:00
D8H
0fd9173069
Improve consistency of behavior descriptions by starting them with a verb. ( #3484 )
2022-01-17 17:05:37 +00:00
D8H
d1a68aa0be
Reorganise some platformer actions/conditions/expressions in different groups ( #3491 )
2022-01-15 11:41:14 +00:00
D8H
d2f98deb63
Fix the new key pressed condition in the Platformer behavior ( #3492 )
2022-01-14 17:10:58 +00:00
AlexandreS
1f19be3ec2
Fixes presence of ghost collision masks for objects with platform behavior
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Co-authored-by: D8H <Davy.Helard@gmail.com >
2022-01-08 11:55:33 +00:00
D8H
ae6a77da9f
Improve calculations for the Platformer to make it more precise ( #3417 )
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* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2022-01-03 16:19:17 +01:00
D8H
439d185ce8
Add a condition to the Platformer character behavior to check if a control is pressed (or simulated) ( #3406 )
2021-12-28 10:09:04 +01:00
D8H
eb6628af49
Add 2 tests for Platformer jump at 30 fps and 120 fps. ( #3408 )
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Only show in developer changelog
2021-12-27 09:03:04 +01:00
D8H
b3e0540fed
Group properties in some behaviors for enhanced clarity ( #3373 )
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* Also allow custom behaviors made in the editor to define property groups.
2021-12-22 17:10:06 +00:00
D8H
c055fbcb3c
Split the Platformer tests in 5 files ( #3360 )
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Only show in developer changelog
2021-12-15 11:57:43 +01:00
D8H
ba687aa60c
Allow grid based object to optimise collision checks ( #3245 )
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* Allow to get the hit boxes for a given area.
* Also remove useless array and wrong sharing of vertices in Light object renderers
Only show in developer changelog
2021-12-10 15:16:12 +00:00
D8H
86cad60194
Fix platforms sometimes not properly detected when rotated and at the edge of the scene ( #3260 )
2021-11-19 09:32:24 +00:00
D8H
5d3f207216
Add major improvements to the platformer engine to better handle slopes and moving platforms ( #3009 )
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* The characters on platform are no long stopping when going from one rotated platform to another.
* Platforms going up and down are now properly handled by characters - they won't fall or vibrate like before. You can now freely use platforms doing any movement and characters will stay on them and can move freely on them.
* Characters Y position will now stay stable when moving on a flat platform and between jumps.
* Note that if you use the collision condition to check if an object is touching a platform, you should instead use the condition "Is object on given floor": this will always work consistently.
2021-11-11 16:11:02 +00:00
D8H
b7b95d5e09
Add new tests for the platformer engine to prepare for the upcoming changes ( #3176 )
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Only show in developer changelog
2021-10-20 15:40:01 +02:00
AlexandreS
a10c9362dd
Add condition to test if platformer is on a given platform
2021-09-24 14:15:06 +02:00
D8H
8780f2f415
Add tests for platformer objects on slope junctions ( #3016 )
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Only show in developer changelog
2021-09-06 10:57:56 +01:00
Harsimran Singh Virk
599ccb677f
Add support for visual effects ("shaders") on objects. ( #2901 )
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* This allows to generate interesting visual effects, which can be controlled by events. For example, you can use an outline on an object to highlight, make the player glow when launching a spell, blur objects, etc...
* A new "effects" tab is now present in the objects editor. From there, you can add visual effects, that were already available for layers, customize them from this editor.
* Actions and conditions are available to manipulate effects and change their parameters during the game.
* Learn more on the wiki: http://wiki.compilgames.net/doku.php/gdevelop5/objects/effects
Co-authored-by: Florian Rival <Florian.Rival@gmail.com >
2021-08-20 15:01:06 +02:00
Florian Rival
1a27f689e0
Remove deprecated/unused/unmaintained GDCpp code ( #2930 )
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* This also includes extensions code.
Only show in developer changelog
2021-08-17 14:34:58 +02:00
ClementPasteau
a1b840a4fa
Add Release Ladder action to Platformer Object Behavior ( #2892 )
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Allow a Platformer Object to simulate a "Release Ladder" action
2021-08-12 15:54:19 +02:00
D8H
8beabbadef
Add an action to forbid to jump again while in the air to the Platformer behavior. ( #2872 )
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* This is useful if you want to allow to jump again in the air for a bit of time, and then forbid to jump again later (for example, to implement a "Coyote Time" feature to your player character)
2021-08-04 12:29:38 +02:00
D8H
516b1d978c
Fix platformer objects so that they can always grab a platform ledge even when multiple platforms are overlapping ( #2686 )
2021-05-28 22:09:50 +01:00
D8H
f23936a6c4
Add tests on moving platforms ( #2581 )
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Only show in developer changelog
2021-04-29 20:53:26 +01:00
D8H
5a42d6b94c
Add more type definitions and new tests for on moving platforms for the Platformer behavior ( #2573 )
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Only show in developer changelog
2021-04-23 11:55:18 +01:00
D8H
2fa2824ca2
Add a test for platformer object to fall when a platform is removed ( #2529 )
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Only show in developer changelog
2021-04-11 03:07:33 +01:00
D8H
458430bbfb
Fix platformer objects wrongly able to jump after falling ( #2477 )
2021-03-28 14:37:22 +01:00
Florian Rival
019920009a
Fix ToJSON wrongly transforming an empty string to a variable containing the number 0 ( #2475 )
2021-03-27 15:44:45 +00:00
D8H
ca3e0c8c18
Refactor the whole Platformer Object behavior internals ( #2396 )
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* Use the State pattern to make more understandable the transitions between state and understand the different state that an object can have and what it can do in each.
Only show in developer changelog
2021-03-17 22:10:07 +00:00
D8H
3bdaff53e1
Add more tests on the platformer extension ( #2415 )
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- jumping to grab platforms or ladders
- walking on platforms
- performance
2021-03-08 21:59:22 +00:00
Florian Rival
b3b68612bf
Fix collision (and raycast) not always triggered with sprite having a non default center ( #2392 )
2021-02-28 16:59:04 +00:00
Florian Rival
175d9af380
Run auto-formatting on extension test files too
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Only show in developer changelog
2021-02-27 00:36:54 +00:00
D8H
2473041797
Add more tests for the Platformer extension ( #2384 )
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Only show in developer changelog
2021-02-27 01:29:00 +01:00
Florian Rival
f35a3a6827
Improve description of all extensions
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Don't show in changelog
2021-01-21 20:05:08 +00:00
Florian Rival
a98a855849
Fix incomplete implementation of the clipboard safety in last commit
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Don't show in changelog
2021-01-19 15:42:19 +00:00
Florian Rival
15e5640774
Fix platformer object behavior not working properly when the object also has the platform behavior
2021-01-18 22:26:18 +00:00