This is a complete remake of my original Not-A-Vania project.
When I first discovered GDevelop, I spent about 15 hours making my first game test, which ended up being Not-A-Vania. Now that a year or two has passed, I wanted to rebuild this project using all of the new methods I've learned over that time. My goal was to ensure that the project files were fully documented, and could help other GDevelop users learn some of these more advanced concepts once they've learned the basics.
- Move: D-Pad on gamepads, A or D keys on the keyboard
- Jump: Cross or A on gamepads, J key on keyboard
- Attack: Square or X on gamepads, K key on keyboard
- Dash: Circle or B on gamepads, O key on keyboard
You can also enable some debug visuals to see some of the more backend objects:
- Numpad + key: Show all debug objects
- Numpad - key: Hide all debug objects
- Numpad * key: Show all visible object hitboxes and points.
- Numpad / key: Hide all visible object hitboxes and points.
This project is meant as a game example or template for a more advanced platformer. This is in the style of older castlevania entries, such as Castlevania 1 or 3.
There are numerous advanced GDevelop concepts in this project, such as finite state machines (FSMs), tweens, bitmap fonts and bitmap text objects, tilemaps, external event sheets, declaring variables via events, and object variables.
Before working with this project, it is STRONGLY recommended that you review the following:
At least the first four tutorials on the GDevelop Wiki: http://wiki.compilgames.net/doku.php/gdevelop5/tutorials This example uses concepts from EACH of those tutorials and it is important to understand those concepts before trying to adapt these ideas.
The finite state machine tutorial at: http://wiki.compilgames.net/doku.php/gdevelop5/tutorials/finite_state_machine