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Releases: endlessm/moddable-platformer

v1.4

12 Dec 10:25
@wjt wjt
0562921
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What's Changed

  • @jbourqueendless added touchscreen controls, which are only shown on touchscreen devices #15
  • @wjt replaced the deprecated TileMap node with its replacement, TileMapLayer #18
  • @wjt and playtester L.T. found and fixed an error in the mapping of the analogue stick for the second controller when the game has been modded to support two players #17

New Contributors

Full Changelog: v1.3...v1.4

v1.3

12 Nov 13:58
4c4769a
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What's Changed

  • Document player mods by @wjt in #11
  • Multiplayer by @manuq in #10
  • Multiplayer camera by @manuq in #12
  • Improve multiplayer controls & documentation by @wjt in #13
  • Player: Improve interaction between players by @manuq in #14

New Contributors

  • @manuq made their first contribution in #10

Full Changelog: v1.2...v1.3

v1.2

30 Oct 13:41
@wjt wjt
8383702
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Player control improvements

This adds a few nice adjustments to the player controls:

  • You get a few frames' grace after walking off a ledge where you can still jump ("coyote time")
  • You get a few frames' grace if you press jump just before the character lands from a previous jump/fall ("jump buffering")
  • You can control the height of the jump by releasing the jump key before the player reaches the top of the arc and starts descending ("jump cut")
  • The player accelerates when pressing or releasing left or right, rather than the velocity being set immediately. The acceleration can be controlled by the learner in the inspector.
  • The player can now optionally double-jump.

These properties are all configurable in the inspector, with sensible defaults (about 3 frames for coyote time and jump buffering; 20% jump cut; about 5 frames to accelerate to full speed; double jump disabled by default).

Other improvements

More moddable properties now display units in the inspector.

Automatic publishing to GitHub Pages

The project now includes a web export preset, and a GitHub Actions workflow which builds the project for the web and publishes it with GitHub Pages. The workflow runs when manually triggered or when creating a release; and gives hints if GitHub Pages is not appropriately configured rather than failing. These files are included in the Godot Asset Library version, so that learners who get the project there and then commit it to a new Git repo get this behaviour by default.

Full Changelog: v1.0...v1.2

v1.1

30 Oct 13:34
@wjt wjt
3dce3a1
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Player control improvements

This adds a few nice adjustments to the player controls:

  • You get a few frames' grace after walking off a ledge where you can still jump ("coyote time")
  • You get a few frames' grace if you press jump just before the character lands from a previous jump/fall ("jump buffering")
  • You can control the height of the jump by releasing the jump key before the player reaches the top of the arc and starts descending ("jump cut")
  • The player accelerates when pressing or releasing left or right, rather than the velocity being set immediately. The acceleration can be controlled by the learner in the inspector.
  • The player can now optionally double-jump.

These properties are all configurable in the inspector, with sensible defaults (about 3 frames for coyote time and jump buffering; 20% jump cut; about 5 frames to accelerate to full speed; double jump disabled by default).

Other improvements

More moddable properties now display units in the inspector.

Automatic publishing to GitHub Pages

The project now includes a web export preset, and a GitHub Actions workflow which builds the project for the web and publishes it with GitHub Pages. The workflow runs when manually triggered or when creating a release; and gives hints if GitHub Pages is not appropriately configured rather than failing. These files are included in the Godot Asset Library version, so that learners who get the project there and then commit it to a new Git repo get this behaviour by default.

Full Changelog: v1.0...v2.0