If you create an additional point just below the Player’s feet, you could use the "Point inside object" condition applied to the Box sprite to detect when the Player is on top of it. Extra points could also be used to tell whether the side collision is happening from the left or from the right. Cool art btw!
Hello, you have totaly the best gdevelop tutorials, thanks for that! I tried to implement Chest push yesterday and did it by adding invisible push collision object that makes little hitboxes on both side of the chest, used topdown movement, physycs and platform behavior on that chest nad typed if my character is in collision with those hitboxes activate topdown movement behavior and if not then not. Allso did it by help of your previous tutorial of AI (The hitboxes).
I couldn't find a tutorial on this, what your video covers is what I originally wanted to do. But, since I didn't know it was possible I made my own solution. Where a rock checks whether a player is colliding with it. If it is, the rock will move in the direction the player is facing by using an instant force. So, it's more like kicking the rock than pushing it. When the rock isn't touch anything, assume it is in the air. If it's in the air, then apply a force downward to cause the rock to fall. This was my solution, not sure its the best solution either but it works for me.
Thanks for the helpful video... I was curious if you could use a relative standoff position to push box or should make the hitbox larger so it appears pushing the edge of box? Also, could you use a "flip_x" style of reversing for each direction?
put in the |move "box" away from "player" (only "box will move")| code line it will make it so when in collision it will move the way you are walking in top down like "bomb the crate" templete
High quality tutorial here! in order to avoid the "stickiness" of the box I added If "the Y position of Player_Hitbox is Greater or equal to BOX.Y() / Move BOX away from Player_hitbox (only BOX will move) The problem is that now the box can be on top of the player and be carried around, so.. it could be a feature?
Great video! But... Why so much stuff? Create Box with behaviours "Player character" + "Platform". Add an action "when hitbox collide with Box > Box separate from hitbox". Same result with 1 action.
@@cltr_shft im making a 1920 X 1080 platformer game so i guest a loading UI would hide the loading of assets into a scene, collection of initial game variables and Data.
Weird. I'm using V5 - but when a try and add the 'Simulate key press' action and select the object I get a "The behaviour is not attached to this object" errors. My object definately has platform and player behaviours. Anyone know another way around this?
Yes sure, once you have created a pushing animation, just exclude it when you have the run animation (so basically when you do not push the object) and include it when you push the object
@@SunilNmb I still didn't figure out proper model, but I will definitely want to make some money out of it :) PC, MAC and Linux versions will be paid for sure
If you create an additional point just below the Player’s feet, you could use the "Point inside object" condition applied to the Box sprite to detect when the Player is on top of it. Extra points could also be used to tell whether the side collision is happening from the left or from the right.
Cool art btw!
Nice! thanks Paulo, that's a great advice, i will definitely try that :)
@@cltr_shft make tut how to grab a object pls
Hello, you have totaly the best gdevelop tutorials, thanks for that! I tried to implement Chest push yesterday and did it by adding invisible push collision object that makes little hitboxes on both side of the chest, used topdown movement, physycs and platform behavior on that chest nad typed if my character is in collision with those hitboxes activate topdown movement behavior and if not then not. Allso did it by help of your previous tutorial of AI (The hitboxes).
Thanks for feedback :) yes you can do these things in many ways , and I am glad my tutorials are helpful :) stay tuned for more
I couldn't find a tutorial on this, what your video covers is what I originally wanted to do. But, since I didn't know it was possible I made my own solution.
Where a rock checks whether a player is colliding with it. If it is, the rock will move in the direction the player is facing by using an instant force. So, it's more like kicking the rock than pushing it. When the rock isn't touch anything, assume it is in the air. If it's in the air, then apply a force downward to cause the rock to fall. This was my solution, not sure its the best solution either but it works for me.
Another amazing tutorial as ever!
Thank you! Glad you liked it :)
Thanks for the helpful video...
I was curious if you could use a relative standoff position to push box or should make the hitbox larger so it appears pushing the edge of box? Also, could you use a "flip_x" style of reversing for each direction?
It works like a charm , thank you so much!
omg thx this tutorial will help me
I can push the boxes left and right but when i try to go on top of them the clip through the ground.
bye the way I love your Containt and your Intro
Thank you :D
Your welcome
put in the |move "box" away from "player" (only "box will move")| code line it will make it so when in collision it will move the way you are walking
in top down like "bomb the crate" templete
You can use move avoiding and use a platform character behaviour and disable default controls
High quality tutorial here!
in order to avoid the "stickiness" of the box I added
If "the Y position of Player_Hitbox is Greater or equal to BOX.Y() / Move BOX away from Player_hitbox (only BOX will move)
The problem is that now the box can be on top of the player and be carried around, so.. it could be a feature?
Great video!
But... Why so much stuff?
Create Box with behaviours "Player character" + "Platform".
Add an action "when hitbox collide with Box > Box separate from hitbox".
Same result with 1 action.
You could have added condition "if player is on floor"... Simple
But the box is also a platform so when the player is standing on the box it's in the floor.
Wessshh bro your intro is horror than any other movie
Amazing tutorial
Thanks :)
i love this i was aking if you could do a tutorial on making a loading bar
Hey thanks, for what exactly you need a loading bar for ?
@@cltr_shft im making a 1920 X 1080 platformer game so i guest a loading UI would hide the loading of assets into a scene, collection of initial game variables and Data.
I'm adding an pushing animation to it but it keeps showing only the first frame of the animation. help plssss :((
Weird. I'm using V5 - but when a try and add the 'Simulate key press' action and select the object I get a "The behaviour is not attached to this object" errors. My object definately has platform and player behaviours. Anyone know another way around this?
Please make a tutorial how to make background
Do you mean how to create parallax background?
@@cltr_shft I mean the background in your Mighty Rune game have created by yourself or just downloaded from internet
JustFlyAway ah, yeah, everything in my game I have created from scratch :)
@@cltr_shft wow Can you make tutorial how to create that
JustFlyAway ok. I will think about some nice pixel art tutorials for backgrounds :)
You can also use physics engine 2.0!
Yes, you can, this method is just a little bit easier and faster
I agree! This method is way more convenient. I use physics engine 2.0 just for the subtle bounce when the object hits the ground.
Kaqyn oh yeah, bounce would make it look cooler
Thanks for the tutorial!
Maybe you can change the animation when you push, so it looks realistic, do you know how to do it, brother?
Yes sure, once you have created a pushing animation, just exclude it when you have the run animation (so basically when you do not push the object) and include it when you push the object
Thank you for always making gdevlop tutorials brother
please make video about smooth camera movement
Hey, tomorrow i will publish a tutorial on smooth camera, i found a very simple way to do that.
this is good but the box sometimes follows the player when moving away from the box.
This might be due to hitbox area, try to reduce that a bit
@@cltr_shft the issue is that when trying to move away while still in the players hitbox, the box stays on the player
Please make an android version for TMR its easy, but only you can do it
Hey, I know it’s easy. But there are a few issues I need to fix first and do some optimisation
@@cltr_shft kk.. I will wait
And, yeah will the game be free? 😊
@@SunilNmb I still didn't figure out proper model, but I will definitely want to make some money out of it :) PC, MAC and Linux versions will be paid for sure
@@cltr_shft oh, nvm cuz my hope is on android.
8:56 xd
First! yay \o/
i can upload a video on how you can pull a platformer box if you want. if this comment gets 40 likes