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While working on my platform game, I noticed that there is a missing event to make enemies jump

Unfortunately, enemies in GBStudio don't have their own physics calculations--even one more actor with the same level of physics as the player slows down the gameboy to a crawl. The PlatformerGravity plugin is designed to do some very basic version of gravity/collision (which can sort-of be combined with the move event to create a jump). Even with just that version of physics you can see the slowdown.

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I see, too bad.

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I'm hoping for a new update that lets me have moving platforms and slopes in the same scene—something I need for my Mario fangame.

I love that I can attach scripts to platformer states. I've used that to play a sound when the player jumps.

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LOVE this plugin! I'll be keeping an eye out for an update compatible with 3.2, even if I could disable this in certain scenes just so I can get my rom exported. Thanks for all your hard work!

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Hello, thanks for this.

Currently I receive this annoying window every time I run the project, I am waiting for the update to 3.2 to make this window disappear!

Hi,

just edit engine.json file of the plugin and replace "version" with:

"version": "3.2.0-e3"

I did that, but kept getting the same errors :(

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This one is very good! It makes me wonder how people are able to make platform games  without this plug-in. Have you considered making some parts of it into the standard gbstudio?  I think the facing direction fix on the air and solid actors are almost a must have for every game.  Thanks! Also, amazing demo.  Can't wait for 3.2 support.

hope this comes out soon gbstudio v3.2.0 compatible version

It'll be a little while before I can integrate the slopes code, but this version should still work with 3.2. It will just ignore any slopes that you add to your scene.

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i tried compiling a project with plat+ on 3.2 and it could not compile regardless of having slopes in the scene or not 

I tried to upload a project of mine with the latest version, and it gives me problems too

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The base plugin should work, but the camera and gravity plugins won't work in 3.2

just tried it with only the base plugin and the game compile

Just released a game using your plug in, thanks a lot for it, I wouldn’t be able to do it otherwise !

Thanks a bunch! This plugin has helped me not only make my games easier, but also helped me in the production of making my own engines to better match my games!

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Hi! thank you for this plugin! I'm looking forward to playing around with this.

Quick question: is this compatible/interoperable with the Player Field plugin?

I have a "grounded" variable set with player field for a jumping attack, but when I tried building and running I get this warning:

?ASlink-Warning-Undefined Global '_grounded' referenced by module 'script_input_2'
- 1

Should I set this up using P+ and remove the player field plugin?

Yes, unfortunately do to the changes to how platforming works, it isn't compatible with the grounded check anymore. You can still use other parts of the player fields though. Instead, you need to check what state the player is in using the Store Platformer+ State to Variable event, and check if that is grounded

Yes! I should've checked the documentation first. Now I feel dumb lol
I tried with the P+ fields and didn't work but now I realized I should've set the current jump state to 0 and not 1.

Apologies! and thank you for the prompt response :D

Hi. First let me thank you for this awesome demo.

Why does the character starts bouncing in the demo and in the downloaded version, it doesnt?. What do I have to do to have the character just being able to bounce from the start and not use the other things like the aim thing?.

Thank you.

Hi, thanks for pointing this out!

It looks like somehow the script got deleted, before I uploaded it. But it should be simple to add back:

In the bounce scene, there are two trigger areas on the right hand side. The top one has an On_Enter script. If you copy that, and paste it on the scene's OnInit script after the minJumpVal = 8000 event, then the bouncing should work again.

Hello. Sorry for asking. The two triggers that you say are the yellow rectangles on the right, correct?. When I click the top one, in the events "box" it shows an event called "PM_event_platplus_state_script". I click on it and nothing happens. How do you see scripts in gb studio?. Also, where can I find the Onlnit script?.

Thanks. I should say that Im new to gb studio and I dont know much.

I Just recently found that you dont edit the background in gb studio, you make a png image and then paint the collisions.

So two notes:
1) To answer your questions, it sounds like the project didn't get fully unzipped, and that some of the plugins are missing or in the incorrect folder. Make sure you extract everything and keep the file directory the same. Rather than PM_event_platplus_state_script, it should read "Attach a Script to a Platformer+ State." You can find the OnInit for the scene by clicking anywhere in the scene that isn't an actor or a trigger.

2) Some of the techniques for the bounce are a bit advanced, I'd recommend you play around with GBStudio a bit before trying to replicate that particular bit. The Discord is a great community for learning the ropes, and also a really good place to ask questions!

Thank you.

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Absolutely loving it so far!!!! But ... Did you know it breaks the shoot-'em up mode?

(camera doesn't follow until the player gets all the way to the right of the screen. The bug is Repeatable even in a fresh build of the demo template. Without making any other change simply adding the plug in breakes the sh'mup stage)

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I think the issue is causes by the PlatformerCamera plugin, which needs to alter some files shared across scene types. If you remove that plugin, you can still keep almost all the general Platformer+ functionality.

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Sorry for the long delay in response thank you, i can confirm. fixed the problem.

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awesome work! Thanks a bunch!
I noticed there is a lag between the initial jump and the extra jump. How could I reduce this lag to 0?

We talked about this in the discord, but if anyone else wants a fix for this, the GitHub version has one.

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Amazing plugin. This makes creating platform games in GB Studio much more pleasant and interesting. Thank you!

One request. I would love to see non-player sprites (e.g. an enemy or key) walk or stand on moving platforms. Is there a chance collision will get added in the future for Actors other than the Player? Or is this completely out of scope?

Unfortunately, the way collisions are handled in GBStudio more generally makes this impossible. There might be some way to do a workaround without actual collisions, but I'm not sure how.

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Hmmm too bad. I got pretty close to a workaround with conditional movement & identical movement speeds, but it is still buggy... probably need to go back to the drawing board. Thanks for the answer though!

can we get another plugin file WITHOUT the minimum jump frames field? setting it to 0 still lets u do lil hops for me, i wanted to set up a physics where i can uodate my jumps and have no jumps at all. or maybe its bad scripting on my part?

It seems like there are a couple of issues going on, but there isn't a way to pull out the minimum jump frames from how the rest of the plugin is setup. You can get jumping down to nothing by setting Jump Velocity = 0 and Minimum Jump Height = 0 (jump frames only divides the amount in jump velocity). It still has a frame of jump animation, but if you want to get rid of that the best bet is just to overwrite the jump button entirely.

As for updating the jump physics, they will update but currently you have to wait until the next scene to see the change (because of some interactions between a number of other variables, the game needs to do some error checks when it loads a scene for jumping). I'm planning on adding an event that lets you update the jump fields directly, but I haven't had a chance to create it yet.

yeah that scne chnge b4 an update can be a little tricky to pull when u want to update any grvity real time. thanks! hope the next update solves  these issues good luk

I did some tests with enemies that shoot projectiles, and I noticed that if they shoot to the left, the mapping does not completely match the height of the enemy shooting i

thanks for the report. My guess is that Platformer+ isn't t causing the projectiles issue (projectiles are handled by another file that the plugin doesn't alter). If you want to dig into it more, I'm on the GBStudio discord regularly

notice the plugin now conflicts with pautomas' player fields on ground plugin, any way to have them both? or a way in pplus to check if player is on ground? 

I decided to remove support for 'grounded' because it added a little bit of additional slowdown to the code. Instead, the recommended way is to use the Store Platformer+ State in Variable event, and then check whether it is the ground state.

If anyone really wants to see grounded come back though, I can re-add it.

thanks for the clarification. glad the other fields are working still,

while I was creating my platform game, I noticed that at the change of scene the character has a frame change for an instant, I tried to see better while it happens, and when it happens it seems to change the jump frame quickly, to then put the character still , as it should be.


thanks for reporting this! It's an issue I recently patched, so if you grab the GitHub version it should fix the problem. The other thing to check is that when you use the change scene command, make sure to set your characters direction.

I'll check right away. Thanks for the reply!

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Hey thanks SO MUCH for creating this! This has helped me create better platformer physics for my next game! 

If possible, would you be willing to share the gbstudio project for this demo? I would really like to take a look at the assigned settings values for the different parts of the demo. I'm having a hard time wrapping my head around how the settings work together. 

Also is there a recommend way for setting a 'jump height minimum' for when the player just taps the jump button instead of holding? It seems that every time I tap the jump button, the player only jumps a few pixels into the air. I would really like to fine tune how far the player jumps when I tap the jump button.

Thanks again for this amazing plugin!!! 

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Unfortunately, I don't have the project files for the sample level anymore.

For minimum jump height, my recommendation is starting with the default jump height of 1792 and turning down the classic gbStudio jump height to something low or even 0 and tweaking it up.

Thanks! I'll give it a try.

Hello, I am new to Gb Studio. I put in the project folder the Platformer plus plugin, but nothing appears in parameter? Tested on mac and windows!I'm definitely not doing it well. is it possible to have a screenshot of the installation? Or other?

Thank you. 

Sorry! I just found the solution in the documentation "how to install a plugin"

;)

i think i installed it (put plugin folder in project..) but I only see "actor gravity" 

is there more im suppose to be seeing? thanks. plus I got error  

Packing Data...

Linking...

?ASlink-Warning-Undefined Global '_actor_gravity_on' referenced by module 'scene_1_init'
?ASlink-Warning-Undefined Global 'b_actor_gravity_on' referenced by module 'scene_1_init'
1

Warnings:-
- ?ASlink-Warning-Undefined Global '_actor_gravity_on' referenced by module 'scene_1_init'
-
- ?ASlink-Warning-Undefined Global 'b_actor_gravity_on' referenced by module 'scene_1_init'

It's probably easier to troubleshoot this live. If you join the GBStudio discord, I'm happy to help you get it up and running. https://discord.gg/bxerKnc

im there as zartan917...

Hi, I have the same problems. How did you solve it? Thanks 

hi i  think i got an update version on github and/or i just reimported everything tried again and it worked

Thanks

All of the additional functionality that has been added is fantastic, so thanks again.
I have a feature request:

Drop through platforms - would it be possible to limit the amount of platforms you drop through to a single one? At the moment if I keep holding the button/s I continue dropping through platforms forever. Ideally the player would have to press down/jump again for each platform below.

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Thanks for the request! I'm taking a little bit of a break, but once I get back into it I should be able to add that without a problem.

Amazing, thank you :)

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I've added this feature. It's not on the itch.io page yet (finishing up some new camera stuff) but the Github version has the update.

just getting started with this, but loving it so far! Is there a way to do a ‘backwards’ dash? I would love to incorporate that into a dodge roll mechanic of sorts. Thanks!

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It depends on what you want out of a backwards dash. Right now you can use the Store Platformer+ State event to check when the player enters a dash and use that to play a different animation (ie. facing backwards).

The next version will have a new event that will let you set the current state, so that you can cause dashing to happen whenever you want through your scripts (ie. attach it to a specific button combo).

awesome! I’ll give that a shot. Thanks for the reply! And thanks for all your hard work. It’s a bit daunting at first, but I love all of the extra stuff I can mess around with and tweak. 

Awesome work.

Is it possible to have double jump levels be unlocked in game by setting a variable? or just within the GBS settings.

Yes, GBStudio 3.1 has an event to Set Engine Fields, and you can use that to change the number of double jumps from any script.

thank you for the patches, it works pretty well.

So good! Thank you for making this awesome plugin!

Hey, I see you have moving platforms. Does this plug in also solve problems where actors don't have any collision? 

Nope sorry, that's beyond the scope of this plugin and is more fundamental to how GBStudio is setup to handle collisions

Holy moly, moving platforms is huge, and it works great, thank you!

Is it possible to have wall sliding be toggle-able?

Yeah, if you set wall gravity to be the same as normal gravity then wall sliding has no effect.

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Really great work on this! Extra spice for the platformer engine was badly needed!

Great job with these, hope this gets vanilla, 3.1 just came out, will this work still?

Yup, the engine eject still works, and I've also included a new engine plugin version to make it even simpler.

thanks!!!! XD

Lovely!