A Celeste like platformer that uses grapple hook mechanics.
A Celeste like platformer that uses grapple hook mechanics.
I finhsed the grapple system, but I need to add in bufer time for momentum, i dont know how much ill give, but hey it works. screen recordings arent working so just trust me bro.
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aww dang it, i forgot post devlog, grapple is like 90% done, the thing pulls u towards it and u can cancel it with ajump, but movmentum doesnt work right, video time. also i switched to godot 4.6 and its so freaking tuff bro. wait the video didnt work unfortunatley do with what you have.
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So im working on the grapple and bugs go brr, new it detects edges fine and retracts and saves ur potential energy.
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So I am working on the grapple, and its almost done. Its being really annoying and buggy, but you can jump cancel but the wall doesnt pull you forward yet
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I tried getting grapple working. I failed. At least I can record a video to show the error so my dear fans are happy. What it suddenly started working ahhhhhhhhhh. Anyways, yes.
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Grapple collision works, but since it goes fast(6 pixels a frame), it doesnt do collision correctly and sometimes it phases into walls, which is bad and its annoys me. i tried doing some thing to stop this, but I think I should just switch to a charecterbody2d cause that has a better collision system.
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I started on the grapple and finished up the entities and checkpoints system, the grapple now works, but doesnt collide with walls.
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AHHH LABUBUFACE I KEEP ON FORGETTING TO MAKE DEVLOGS. Im working on the entity system. The idea is to have a tilemap that gets turned into scenes, like in the celeste editor leonn. IT gonna be cool and tuff with two fs. Idk if i mentioned this but I added spikes and a collision system and one thing thats cool is with an(almost) pixel perfect jump you can actually walljump off spikes, like in a certain game that I have mentioned playing once or twice. Also the little smiley dude is a wip checkpoint.
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FAHH its been 5 hours and i finished getting palyer to feel right, the wallkick was either too strong so you would go away from the wall or the weak that you could just infinetly scale the wall, I made it so that you slowly regain your movement after the wall kick, so it feels really smooth and good. Now I’m ready to work on the core mechanic the grapple. I feel like a 10/10 sigma celeste dev after making this game celesty an have good movement. Also I dont know if ive mentioned this but I like celeste so yeah.
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I made some beasic player mechanics. I play a lot of celeste, so I want to make if feel as nice as possible. I have a jump and left and right movement, and I made it in a way tht would make potential momentum boosts and grappleing easy.
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