Multiple megaman-esque player based question

I have some question regarding mega man style gameplay in gdevelop, answer one or multiple :

  1. ladder movement, im gonna be honest i havent really figured out ladders at all, so first how do you do ladders, second how do you do them moreso like in megaman
  2. slide, i really wanna do a slide like in the later megaman games so how would i do that
  3. damage, i want to have a hurt animation like megaman, i dont need the flashing or whatever just like the switch to the hurt animation and he stops for a second or whatever

i hope this is coherent, please help :slight_smile:

You can use the “Platformer character” behavior on the player character to do ladder movement
the ladders would need to be their own object with the platform behavior and set to “ladder”

The Slide would either be a Force set to the direction your character is facing or with the “platformer character” making the character move in the direction the character is facing faster then walking and turning on the Slide sprite and making the hitbox smaller

Hurt animation can be when you get hit by a bullet/enemy it disables your movement,plays the hurt animation,applies a force back then give you back movement.

I hope i could answer your questions and id suggest looking into “Platformer tutorials” to get hands on with it.

Generally we try to avoid recommending Sparckman content because a lot of bad behaviors in the past, so I can’t speak to that template specifically.

However, there’s quite a few built in templates that have different pieces of what you are discussing here.

If you take a look at Not-A-Vania, I have a dash (which could behave the same as a slide if you switch to an animation with a smaller hitbox) and a knockback.

There’s also a few ladders in different platformer templates/example, including the tilemap platformer example.

2 Likes

When i was new here
Silver-Streak warned me about Sparckman
And turned out Silver was totally right
Sparckman will record game being played on emulator
And will claim he recreated it in gdevelop
Or take someones template and claim he made it
Where it was publicly available template
He is someone who just try to sound/look smart
Where in reality most likely he lack even most basic knowledge

1 Like

There is built in ladder functionality to platformer behavior

Slid is matter of changing animation and adding speed
Maybe using variable to lock player into slide mode

Damage is matter of hanging animation with timer after object was damaged
Or even as simple as using wait action
Enemy animation IS NOT hurt
Enemy is in collision with bullet

Change enemy animation to hurt
Wait 1 sec
Change enemy animation to idle

Didn’t know about that. Won’t recommend his stuff in the future. Thanks for letting me know!

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Better remove your post with link to his itch

Now lets have a lesson here
You can watch this just so you don’t take my word for it

Now look at this very closely at 0:10


One of them is his game resolution
Tell me which?

Cause you don’t need to be advanced in gdevelop to know that is NOT how much of his game we should see right now
Something is not right here

How about 0:14 to 0:15
Aside from the fact that is NOT how turning into full screen looks in gdevelop
Where did touch controls go?
And you can clearly see its another video from emulator
And not gdevelop

WTF IS DAT?

Did Sparckman recreated left side clip that is present only on actual nes?
Or is it just well actual nes game played on emulator?

1:47
Is that changing time scale to simulate lag?
Or actual nes game slowing down due too much to process before spitting out next frame?

Why do you see on this frame Mega Man hand going BEHIND HP bar

But on this its in front?

I mean kudos to Sparckman if he pulled that off
Cause that is something you would only see on actual nes game
Due sprite limit and they fight for the right for which should be on top

Silver
Your example got featured on Sparckman’s channel almost 2 weeks ago
I hope you are proud
Like best day of your life
Im honestly jealous

I appreciate the heads up, but not really the focus on the thread (and it involves sharing more Sparckman content, which we shouldn’t unless we have confirmed hed has changed his ways)

For the OP, check out those in-engine examples we mentioned above and give us an all an update here if it helps answer your questions.

for the hurt animation, it works fine when you dont move but if you are walking and get hurt it just plays for like a split second

for the slide, i did “add force. wait x seconds. remove all forces” but if you just hold the button then he keeps going but slower and more jittery

And now you gonna learn that you cannot just allow animation to play
You also need to restrict it from playing when you don’t need it
When you are walking your walk and hurt animations try to play
You need to make event to change animation to walk if player animation is not hurt
And when its hurt you should also disable controls for player and enable them back once hurt period is over

Animation of player is NOT slide
SOME key pressed

Change animation to slide
Add force
Wait
Remove all forces

im sorry if i may have been unclear, that is the code i used but after the remove all forces he keeps moving just more slowly than before

here is a photo of the code im using and a video of what happens, in the video all i am doing is holding c


https://www.youtube.com/watch?v=aRJm_EGHiyA