2D Platformer Kit

It should be fixed now. Please download the latest version for 4,18.

Hey,

I know it might seem randomly , but is it possible to give me a bit more context when it;s happening? I cannot reproduce it on my side. are you attacking or trying to dash or anything when up the ladder? Any info will help me get to the bottom of this.

usually when landing on the top or middle of the ladder or sometimes when climbing up and leaving the ladder. I have not been able to reproduce it consistently. It will just randomly happen when leaving the ladder.

I also noticed the weapon pickup is no longer functioning but I’ll check on a new version asap.

Thanks for the info.I am aware of the weapon pickup issue as well and I am currently investigating.

Hello, I’m planning to make a 16bit game using this kit. But in my project I want to mix 16bit game with HD Vectorized arts of players and NPC from dialogue moments. It’s possible and easy to do this with this kit?

Thanks.

Hey,
. You can use any artstyle you want and combine them however you want. The kit is art agnostic. Only requirement is using 2d art.

Thank you friend! But how I will make a 320x180 project (Its my project size) to receive fullHD arts (1920x1080).

Sure I will buy your kit, I just want to know these doubts before.
This is my project that I’m porting to UE4 (made in Clickteam Fusion):https://youtube.com/watch?v=jRVXLqOOKzY
Best regards

Hey,

So I found the issue. I will be submitting the fix to epic but meanwhile you can fix it yourself by just one easy tweak.
In trhe Player_Character blueprint,find the WeaponIDList variable and just add an array element to it with the value 0 like in the screenshot attached.That should fix it.

Hey,
So you can import all your assets at the resolution you made them and then Unreal will do the scaling for you automatically.You don’t have to set a project resolution in Unreal like you do in Clickteam fusion. It can scale to any resolution the monitor supports. For example my demo project is a mix of 32x32 tiles with 16x16 and 8x8 with some 3d particles combined so there is really no ruleset or limitation except looking good.
Your project looks nice btw (reminds of of golden axe). Just take your sprites and import them to unreal and you are free to do what you want with them,

Hope this helped!

Hello friend!

I just boughted your item. I have 2 little questions:

-How can I change the moving speed? I’ve changed the variable ā€œsprint speedā€ but nothing changes…

  • My imported sprites are with little less ā€œsaturationā€, I’ve tried to disable sRGB but it get more lighter.

Look to the img attached, the right it’s that should be.
Thank you again.

pixhitt sprint speed will only change the run speed not the walking speed. Look around for walk speed and/or the speed cap for those. You may need to raise the cap if you increase the speed but I haven’t looked at any of that in a while.

Changing the color will not work you should save the character images as png and make sure the source mode is RGB/8 if possible. When importing the images to unreal use default settings. Once you have the images imported you should also right click on the imported texture and apply paper2d settings. That should be all you need to do really. I haven’t had any trouble doing that so far. If this doesn’t work though you can PM me or something and we can try to work out what is going on.

Just a question before i buy, how does the enemies works on this kit? I can see it says ā€œBasic moving/static enemiesā€, is it just like a pattern movement or do they also target you, like if you get too close, they will go after you and try to kill you?

Hey,
Thank you for answering the question.I was on holiday for the last few weeks so I couldn’t answer any support emails. But what you said is true and @Corpsecrank if you still can’t figure it out please email my support email so we can get it sorted asap : support@slyfoxstudios.freshdesk.com .

Hey,
The enemies currently just move in a few predefined patterns ( left-right , up-down , sinusoidal arcs for flying enemies). Hope this helps!

Hey no problem just helping out as best I can the way others have done for me in the past :slight_smile:

I do have one question maybe someone in here can help with at the moment though.

The only big thing I would love to figure out how to do with my character animations is to transition from the middle of one flip book directly into another one at the same frame number. This is tricky to explain but let me try. Right now I have a weapon that let’s say has 10 frames of animation for the example. My character flipbook also has 10 frames of animation to match the weapon.

My weapon is socketed to the character’s hand. When I attack it will spawn the weapon and the weapon flipbook and the character flipbook will both play their 10 frames in parallel. At the end of the weapon flipbook playing it will destroy the weapon actor attached to the socket. Cool right?

My problem and reason for needing to transition the flipbooks part way is that if you jump and then attack at the last moment you will hit the ground before the animations can finish. If I could find a way to get the position of the character flipbook I could transition the attack animation from it’s current frame in the air to the same frame in another flipbook on the ground and let the end of the attack play the rest of the way out with the proper ground attack frames. I hope that makes sense.

I tried to get the current playback position in frames and then switch to the new flipbook and start playing from the next frame. So say I get my first flipbooks position as frame 5 of 10 I would set the new flipbook and start playing it at frame 6. I have not had much luck doing that but perhaps I made mistakes in how I handled it?

One other solution I want to try is maybe splitting my character into a top half and a bottom half at the waist. That might allow me to control the characters legs independent from it’s upper half swinging the weapon. This is a complicated solution though but it would allow me to simply swap the leg flipbook to one that fits being on the ground.

Well let me know what you think about this whole idea.

oh okay, are you going to make them abit more complicated in the future? I would love some enemies that hunts you, if they see you

It is planned, but at this point I am hesitant to give an eta because of time constraints and the complexity of doing so. So if you really require the advanced enemies , I suggest you wait a bit before committing to buy the kit.

Well the issue with flipbooks , is that Unreal doesn’t have any reliable way of telling you which frame the flipbook is at and no anim notifies so it would be really really hard to match them. You can kind of wing it with on tick but if you have frame skips or slowdowns everything breaks.
I think the best solution(if you could call it that) is to split your character into different sprites as you mentioned and try it like that.

Though, personally I wouldn’t worry about making it too perfect since details like those are often missed by players and the work going into them. If the animation doesn’t finish before hitting the ground, just cancelling the remaining part and playing your landing animation is perfectly fine and what a lot of games do.

Hello again axel my friend.
I’m trying to refine something that evolves the walking start animation.
it animations it’s so cool and bring best fluid animation to the character, I’m currently using it.
But my problem is: when you fall from a jump or higher place and land the ground waking, the walking start animation starts again.
I think that is not the good option.
What I’m trying to reach without success at this time: when the char land in the ground already walking, the animation need to start from the normal walking loop, jumping the walking start animation.

can you help me how to reach this?
Sorry to disturb you.
best regards

Hello,

I’ve modified the ProjectileSpawnDamage to spawn and stay snap to my sprite socket, but now, It wont do damage to the enemy. Do you know what is the problem?

See attach image

Best regards