This series is a follow-up to our previous course, Create a Platform Game Character with Godot. It starts where the last course left off, with a ready-made platform character and a hooking mechanic.
We recommend watching the last course first.
You can also get the two series in the combo bundle at a lower price.
This series is in early access. Some of its content is already available, and more is on the way. Its price will increase with the next update.
You will learn to:
And more. All that learning good programming practices in Godot, using the GDScript programming language.
This course is for people who are comfortable with Godot.
This is a follow-up to our previous course, Create a Platform Game Character with Godot. We recommend watching that one first. You can also get the two courses as a bundle.
The code from this project is available under the permissive MIT license. In short, you can use it and modify it freely, even in commercial projects.
By buying this course, you support the creation of Free Software.
You can download the Godot game we made for this project on our GitHub.
If you don't like the course or you didn't learn anything, send us a message within 30 days after your purchase to get an instant refund!
Just send us your purchase receipt and your account's email to nathan [at] gdquest.com. No questions asked.
If you have questions or need anything, you can:
If you would like to pay with PayPal, that is possible.
To do so, please:
I will send you a payment request via PayPal. Once paid, you will get access to the course within two business days.
If you need an invoice, please tell me and send me your full details.
In this chapter, we're adding a system to detect when the player switches game controller and adapt the camera and hook controls on the fly.
Let's add some more mechanics to make the game more enjoyable for the player and for us: slow motion, coyote jump, improved hooking... we will also add a debug movement mode to navigate through levels quickly.
In these videos, we polish the jump by allowing the player to jump right after falling off a ledge, and by registering jump inputs right before landing.
In this chapter, we're going to add an automatic ledge grab and climb, inspired by Dead Cells.