This Action-Platformer Engine #1 is everything that you need in order to start creating a fast and fun, 2D side-scrolling game that features a complex player that handles multiple object states (idle, run, jump, roll, wall jump, attack, dash attack). An example of dynamic and interactive terrain is also included (skew, sway, and cut through grass). This demo includes a fully functional player object, with a focus on "game feel". The input/physics were coded in a particular way in order to mimic fast-paced popular, platformers like Super Meat Boy and Dustforce.
CONTROLS: Arrow keys / Left joystick -> move left/right Z / A -> jump X / X -> attack B / C -> block L / A -> roll left R / D -> roll right
R -> room restart +/- on numpad -> move from room to room (only one room in demo) ESC -> close app
Email me with suggestions and/or issues! Thanks!
Fixed multi-touch controls :)
Version 1.1.1. Published November 26, 2014
Created with GameMaker: Studio v1.4.1474
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That is very awesome engine.
I removed the kRoll and added kRight Pressed and kLefPressed and made the player roll on a double press of kRightPressed or kLeftPressed.
Great work, but!
How do you make the grass sway only if Entity/Player touches it? When alone, it's swaying to the right like that is a wind. I want to remove the "wind".
I'm Having Trouble Downloading The Platformer Engine.
Awesome! A bit complex for me, but still!
You have a really cool programming style (it's very succinct). I learned a lot.
Great starting point for devs, but has limitations
Don't like the way friction is coded. It's supposed to be analogous but acts binary.
Great way to figure out how things work!
I downloaded this (along with some others) to see how people structure things in GameMaker and I have to say this is one of the more clean engines I have seen.
The grass effects are very nice and can certainly give some character to a game.
The only thing I ran into with this engine is that when you are falling through a platform (holding down and pressing jump), you can hang halfway off and pass through solid blocks. A simple fix for this is to find the fall thru platform comment in the player step and change the collision to this:
if (place_meeting(x-*insert player width*, y + 1, oParJumpThru)&& place_meeting(x+*nsert player width*, y + 1, oParJumpThru))
All in all, great job ZBG!
Good engine but complicated code
The sprites are very small so working with the graphics is just plain awfull for tests. The code, well written and clear is hard to follow even for an experienced programmer like me because it's the authors logic and not mine. I was looking to get a code for slopes but this did not help me out at all.
For those searching for a start in the platform gaming style and do not know where to start, it's a good solid start but very hard to manipulate and integrate in a game besides building on top of this same project.
So Heads up for the working engine and smooth game play but 2 stars out for the complexity of the code and ease of use.
Kudos to ZBG, very nice work! In all honesty, I'm not going to be using this engine as anything more than reference material. The code is commented pretty well.
If you're familiar with programming, you can see most of what's going on behind the scenes. Initially, I was having trouble finding where the variable vy was originally initialized, but Game Maker has a built-in search function that found it easily.
I recommend this to anyone who wants to see a basic platformer engine at work, very educational.
Impossible to implement
For a novice it makes absolutely zero sense and it is way too complicated to implement it into anything. Changing the view size messes up the character sprite as well, giving it a white outline.
Hard to understand the nitty gritty of the code for me because i'm a novice, but this can surely be used to make amazing games without the full knowledge of everything that's going on. fantastic.
Great demo for learning!
I ran out of tutorials videos to watch but still wanted to learn more... and then I found this little gem!
Great, except one little niggle.
Firstly, I'm unsure why sWaterMask exists in the assets, when I dont see a known reference to said sprite. It would be very useful if the Rope tutorial you had which included water that I havent seen in any other asset in this (it's quite a pain to try and isolate all the water code from your rope asset, and including it in this would be nice)
That's all I have to say, it's just the amount of proper 2D water assets that exist that are really good is very, very little and I'd like to see your platformer assets include them by default.
Edit: Also, lacks a lot of documentation.
Perfect crutch for people starting out
I hit a roadblock in my platformer game when I wanted to change the basic movement code learned from tutorials, into something more professional that behaves like super meat boy. After that I spent days on message boards and tinkering with the gml to get things just right. This put me in a spot where I couldn't see progress for my game as frequently and motivation died down a bit.
This engine does everything I wanted to do, and I am able to learn from it. After purchasing this engine my obsession with creating a game reinvigorated. If you have ever found yourself frustrated with similar issues, don't feel bad for purchasing this engine.
As a bonus, Zack the creator is a stellar dude who is quick to answer questions with proper explanations.
Lovely working demo, lacking documentation
3 Stars from a Beginner, add 1 or 2 more if you are an advanced / expert user.
Ill email the author for instructions / explanations on certain parts, but as the whole engine is being sold,
this should be part of comments in code or in a separate readme.
(PD: Lovely artdesign!)
What would be awesome is if you combined your rope 'n water and intermediate platformer engines to this!
The Ultimate Platformer Engine
Runs like Super Meat Boy with added grass cutting physics. Awesome Platformer Engine!
This review was left for a previous version of this asset.
Nice job, well done
This is a very nicely coded project but somehow on html5 version its not acting like the way you are showing on your video, either there is something wrong or something missing
This review was left for a previous version of this asset.
Oops, I should mention that in the description. The sprite skewing (for the gas) uses primitives which aren't compatible with html5.