2D Platformer Kit

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Hey , my character has a habit of getting knocked off the y plane a lot, either throwing him off parts of the world, or behind it. I’ve tried locking his position to the y plane but it didn’t work. Is there some reason why it wouldn’t, something in the way you programmed it?

Hi !

Where is the DamageHandler? What is it? And can I use it for the damage logic on a Pawn Enemy?

I tried adding pawnDamagedByObject and setup the damageAmount integer and hitNormal Vector, but nothing happens, even with the pawnDamageByObject event node… It doesn’t fire. Does your DamageHandler only work for Actors? If that’s the case, I guess I need to make new damage logic for Pawns?

Hey guys,
Submitted a bugfix that fixes a few issues , including the double jump one and the error when loading.
@VolksteinGames2 that’s strange. He should be only knocked back on one axis from the blueprints. I cannot reproduce the issue on my end. Can you give me some more details regarding your troubles?
@ That seems like a bug. Let me check it and get back to you.

Update :

: My damage handles should work with any actor ( that includes pawns). Currently whenever the projectile/melee attack hits something it sends out a bluperint interface call : actorDamagedByObject

Now if an actor has the blueprint interface implemented then you can choose to do what happens with the actor. My feeling is that you do not have the blueprint interface implemented for that particular pawn. To check that go to the class settings for the pawn , look at the interfaces section and select the add button and add the Interaction Handler interface . Once y ou have that you can call the actordamaged by object and choose what happens with the pawn when it is hit.

Hey guys,
After a long hiatus I’m back with a small but requested new feature( which was way harde to implement than initially anticipated) : Ladders. New ladder object added. Players can climb it, jump on it, jump from it , with custom animation support for : moving up/down, left right , attacking melee and ranged.
Just submitted it to Epic, should be on the store in a few days.
Enjoy!

Ladders are great addition thanks…

i want to know how can i change the velocity of the ranged attack, and the distance of the dash, if its possible to change those parameters, i only find cool down for both…

Hey,
Yes it is possible to change both. I will explain how tonight when i get home from work.

Hey so sorry about the delay but below it shows where to change your requested stuff :

  1. Dash Distance. It’s located in the player blueprint , in the dash comment box.
    https://snag.gy/h8DAsJ.jpg
  2. It’s located in the projectile blueprints ( I have multiple ones at this point that do different damage. Just change the ones you need).
    https://snag.gy/ResHh9.jpg

Hope this helps!

Thank you very much…

Ill check it out…

Hey guys,
Just letting you know the project is not dead. I have started a pretty big update for the project , that aims to add a lot of new content to it ( checkpoints, menu system , save/load hopefully , traps and more enemy types ,while also adding new graphics ). But it will be a pretty big undertaking and will be a while until release , but it should be worth the wait.

Meanwhile , feel free to request any features or post any other bugs or things you would like and i will see if i can accomodate them in the next release.

Can you add a player select system like how we would be able to let the user pick a character skin they want to play with, example would be default is the knight you currently have lets say a player would rather be a Ninja or a Male knight to play with. thanks in advance loving the kit from 1st day i bought it!

Will the big update be free If I buy this pack now ? Or will there be an update fee ?

Normally all his updates are free to those who have bought the pack…at least all updates have been in the past hope this helps

Hey,
THat wouldn’t be an issue, it should be pretty straight forward to do. My only issue , if you can call it that is finding another character to showcase which has all the animations i need. I will have to see if i can scour the web for one.

Yes you are right. All updates are free for people that purchased the pack :slight_smile:

Hey I’ve been using this kit since it came out and it has been great for getting me on my feet and I am excited for the new release coming up.

I thought I’d leave a suggestion here for you. I feel like adding crushing would be good for this kit. As in, if any part of the stage crushes the character to a space smaller than their collision space, they’d die, or possibly some other trigger occurs.

In any case, keep up the good work.

Hi Axel, I was wondering how I can change the default Keys keyboard controls?

For example, currently, most of the controls outside of movement and jumping are awkwardly placed. Here is a what I’m intending to do:

Change:
Melee attack: (E Key) to (J Key or Left Mouse Button)
Ranged Attack: (F Key) to (K Key or Middle Mouse)
Block: (Q Key) to (L Key or Right Mouse)
Dash: (G Key) to (U Key or Left Ctrl)

So far, in the Player Character Blueprint, I see an ā€˜InputAction Melee’ node, that I assume interacts with some other variable that dictates that E is the Melee key? I can’t find anything about it in the game’s blueprints so far.

I just bought the Platforming Kit, thanks for the hard work, it has a lot of awesome features and works great. Hopefully I can make something cool with it, when I get to grips with how it all works.

Hey , were you able to find these animations? If not, perhaps I can give you a hand.

That is a good suggestion. I will try to include it in the next update.

Hey,
All the keys are rebindable. Just check out this section in the project settings and change it to whatever you need.
https://docs.unrealengine.com/latest/images/Programming/Gameplay/Framework/Input/AxisMappings.jpg