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Grappleformer

23 devlogs
57h 56m 15s

A platformer inspired by the tight,precise gameplay of Celeste and the grapple hook mechanic of Hollow Knight Silksong. This is a prototype for a game I want to fledge out one day. The core mechanic is a grapple hook that lets you hook onto differ…

A platformer inspired by the tight,precise gameplay of Celeste and the grapple hook mechanic of Hollow Knight Silksong. This is a prototype for a game I want to fledge out one day. The core mechanic is a grapple hook that lets you hook onto different types of hooks you will see throughout the game. You can boost off of the hooks by jumping and some momentum boosts. If you enjoyed this game or have any feedback please feel free to DM me, @Ømelette.

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desh.kian

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I built a prototype for a platformer game that I want to make one day. I learnt how to operate better under a time constraint and plan out my project. I also learnt how to make a smooth movement system like in the video game Celeste. Overall this was a really fun project to work on and I will expand on it in the future,

desh.kian

I finally did it, this was such a cool idea that Im definetly gonna expand on. I think Im gonna make this into a full fledged game in the future, I think the mechanics need a bit of polishing and i have should have spent more then an hour on the tileset.

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desh.kian

more levels, im just grinding out making levels and trying to think of intresting concepts. Its hard making the cycle gimmik fun to play and not annoying.

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desh.kian

started on level design and i made a tad bit of art that looks really bad because i have to go to utah on monday and am on a time crunch, im gonna try to lock in and finish making levels, attached video of all the rooms ive made

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desh.kian

I finsihed the camera system it was really annoying , and worked on some art. Rooms system = annoying, but im better then that. I also redid the grapple system cause it did not to be that compicated with my new animations.

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desh.kian

Uhh, I should have posted a devlog earlier. So I turned to guy into a crab and turned the grapple into a crab claw. I then also made the room system better and started drafting out rooms. Video times

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desh.kian

Well i have more time now so i made some more hooks, i made one that just does cycles and one that when u exit it u can hold any direction to be boosted in it, I also added in a basic room system, im just gonna show of the new hook rn

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desh.kian

So i cleaned up and polished the traffic hook. I was originally planning to add in more, but my timeline has been moved up so i am gonna start on making levels rn. I started on a room and camera system

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desh.kian

So ive been working on the moving hook, i made a system to move it back and forth and started working on how the player interacts with it. once i get this, making any custom entities would be easier. everything is working besides for momentum boosts.

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desh.kian

theres no way i coded for 4 hours, i guess i got my lapse hours refundededed. so i defined a class for the grapple(theres nothing new for it but it will work better for making new hooks. i also fixed a wierd bug where the tantacle would shake and made it work in the other direction. also i really wanna tas my game because some potential tech looks really fun to do but is probably a 1f

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desh.kian

so i maade art(took me 3 hours but i lost the lapse) and i implemented it, so basically there is a shader that crop the tentacle and cobines that with moving the position

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desh.kian

I wanted to make it ocean themed, so i was making a little octopus tentacle grapple hook, made a bit of progress. SOme of the lapse doesnt show because i was finding reference images and getting a good pallete

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desh.kian

Yay, everything is polished and works now, i fixed the hook asset also, i also added in a cool tech where you grapple quickly after just getting a grapple momentum bost to chain them, yayayayaya, now im gonna potentially do art or star designing the mechanics(prolly art cause im kinda done coding for a bit)

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desh.kian

Ok so grapple works good and hooks and everything works good minus you being abble to hook to the hooks which is really sad.

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desh.kian

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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desh.kian

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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Comments

rs
rs about 2 months ago

no way 2x the peak DAWTDE and platformer

desh.kian
desh.kian about 2 months ago

yeah that vid is fire

desh.kian

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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desh.kian

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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desh.kian

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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desh.kian

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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desh.kian

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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desh.kian

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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desh.kian

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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desh.kian

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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