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Author SHA1 Message Date
b792e8721c mantle system fix amazing
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2025-12-19 18:59:34 +01:00
2e2df4ff50 new broken mantle system and fixed lots of gamefeel regarding wall hugs and jumps and coyote time
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2025-12-17 16:39:10 +01:00
a84e0ecfb3 Merge branch 'main' of https://git.game-dev.space/minimata/MovementTests
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2025-12-15 11:20:39 +01:00
f828c1d786 added a coyote time for wall jumps 2025-12-15 11:20:17 +01:00
a98785abec Update .gitea/workflows/main.yaml
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2025-12-10 21:26:25 +00:00
7c4e541446 fixed input mapping context issue
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2025-12-10 17:10:41 +01:00
7d31d17034 tuto fixes
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2025-12-10 10:04:05 +01:00
2ff8cc74cc camera incline on wall run and normal run
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2025-12-08 12:23:36 +01:00
fabafbb35b small improvements on the wall run
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2025-11-14 16:39:17 +01:00
0b0163a0ac finally managed to pin down the in game UI and control issues for keyboard
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2025-11-14 12:32:03 +01:00
5b3d6c9f19 can quit menus using B button
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2025-11-14 11:41:11 +01:00
ac14352e7f wall run, keyboard controls, mouse sensitivity setting, and more
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2025-11-13 22:38:44 +01:00
27130257c9 small camera animation on mantle
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2025-11-11 11:38:49 +01:00
e70a2e7537 keeping more intertia after dashes and mantles
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2025-11-11 09:52:57 +01:00
6051588f24 lots of tutorial fixed
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2025-11-10 14:55:16 +01:00
c895dfe9a0 made a dedicated scene for simple on-screen tutorials
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2025-11-08 10:56:35 +01:00
1ea3945cf6 final tutorial setup and UI fix
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2025-11-06 09:29:05 +01:00
29d9f44142 basic tutorial setup
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2025-11-05 16:08:36 +01:00
31b7b5ea0c adding windows ARM target
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2025-11-05 11:06:51 +01:00
78ab2cc637 small changes
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2025-10-31 16:31:21 +01:00
fd16342aca getting the weapon tutorial
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2025-10-31 16:18:59 +01:00
2d3a1b0d4c lift fix
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2025-10-31 11:04:42 +01:00
1c7abeb0d9 tutorial is set up and final lift as well
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2025-10-29 18:48:49 +01:00
97828ecdda tutorial is set up and final lift as well
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2025-10-29 18:47:52 +01:00
9d8877cc67 fov fix
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2025-10-28 14:12:32 +01:00
fd7b55452b basic tutorial layout 2025-10-28 14:08:41 +01:00
1cafe6e96d removing import clause on windows export
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2025-10-27 10:41:32 +01:00
ea8821b41a back to base main menu
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2025-10-27 10:15:00 +01:00
8338ce3dd9 trying to change the autoload class name and extends order to fix release issue
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2025-10-27 10:14:11 +01:00
39f45d418f trying to add a console to release
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2025-10-27 09:49:52 +01:00
8141 changed files with 187640 additions and 1235 deletions

View File

@@ -57,13 +57,18 @@ jobs:
- name: Build Windows
run: |
mkdir -v -p build/windows
godot --headless --verbose --build-solutions --import --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
- name: Linux Build
- name: Build Windows ARM
run: |
mkdir -v -p build/linux
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
mkdir -v -p build/windowsArm
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
# - name: Linux Build
# run: |
# mkdir -v -p build/linux
# godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
# zip -r Linux.zip build/linux
- name: Mac Build
run: |
mkdir -v -p build/mac
@@ -86,8 +91,17 @@ jobs:
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Linux.zip
buildChannel: linux
gameData: WindowsArm.zip
buildChannel: windows-arm
# - name: Upload to Itch
# uses: KikimoraGames/itch-publish@v0.0.3
# with:
# butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
# itchUsername: ${{ env.ITCHIO_USERNAME }}
# itchGameId: ${{ env.ITCHIO_GAMEID }}
# buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
# gameData: Linux.zip
# buildChannel: linux
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:

View File

@@ -1,5 +1,5 @@
class_name SceneLoaderClass
extends Node
class_name SceneLoaderClass
## Autoload class for loading scenes with an optional loading screen.
signal scene_loaded

View File

@@ -6,11 +6,15 @@ extends Control
@export var options_packed_scene : PackedScene
@export var credits_packed_scene : PackedScene
@export var menu_context : GUIDEMappingContext
@export var back_action : GUIDEAction
var options_scene
var credits_scene
var sub_menu
func load_game_scene() -> void:
GUIDE.disable_mapping_context(menu_context)
SceneLoader.load_scene(game_scene_path)
func new_game() -> void:
@@ -73,6 +77,11 @@ func _ready() -> void:
_add_or_hide_options()
_add_or_hide_credits()
_hide_new_game_if_unset()
_setup_inputs()
func _setup_inputs() -> void:
GUIDE.enable_mapping_context(menu_context)
back_action.triggered.connect(_on_back_button_pressed)
func _on_new_game_button_pressed() -> void:
new_game()

View File

@@ -9,16 +9,19 @@ extends OverlaidMenu
var popup_open : Node
var previous_mapping_contexts : Array
func on_enter_tree() -> void:
pass
#previous_mapping_contexts = GUIDE.get_enabled_mapping_contexts()
#GUIDE.enable_mapping_context(menu_context)
var is_listening_to_inputs = true
func on_exit_tree() -> void:
pass
#GUIDE.disable_mapping_context(menu_context)
#for previous_context in previous_mapping_contexts:
#GUIDE.enable_mapping_context(previous_context)
func _enter_tree() -> void:
super._enter_tree()
previous_mapping_contexts = GUIDE.get_enabled_mapping_contexts()
for previous_context in previous_mapping_contexts:
GUIDE.disable_mapping_context(previous_context)
GUIDE.enable_mapping_context(menu_context)
func _exit_tree() -> void:
GUIDE.disable_mapping_context(menu_context)
for previous_context in previous_mapping_contexts:
GUIDE.enable_mapping_context(previous_context)
func close_popup() -> void:
if popup_open != null:
@@ -43,10 +46,15 @@ func open_options_menu() -> void:
var options_scene := options_packed_scene.instantiate()
add_child(options_scene)
_disable_focus.call_deferred()
is_listening_to_inputs = false
await options_scene.tree_exiting
is_listening_to_inputs = true
_enable_focus.call_deferred()
func _handle_cancel_input() -> void:
if not is_listening_to_inputs:
return
if popup_open != null:
close_popup()
else:
@@ -69,6 +77,8 @@ func _ready() -> void:
_hide_options_if_unset()
_hide_main_menu_if_unset()
back_action.triggered.connect(_handle_cancel_input)
func _on_restart_button_pressed() -> void:
%ConfirmRestart.popup_centered()
popup_open = %ConfirmRestart
@@ -93,3 +103,5 @@ func _on_confirm_main_menu_confirmed() -> void:
func _on_confirm_exit_confirmed() -> void:
get_tree().quit()

View File

@@ -11,6 +11,10 @@ extends Control
process_mode = PROCESS_MODE_INHERIT
@export var makes_mouse_visible : bool = true
@export var back_action : GUIDEAction
signal menu_closing
var _initial_pause_state : bool = false
var _initial_focus_mode : FocusMode = FOCUS_ALL
var _initial_mouse_mode : Input.MouseMode
@@ -18,6 +22,7 @@ var _initial_focus_control
var _scene_tree : SceneTree
func close() -> void:
menu_closing.emit()
_scene_tree.paused = _initial_pause_state
Input.set_mouse_mode(_initial_mouse_mode)
if is_instance_valid(_initial_focus_control) and _initial_focus_control.is_inside_tree():
@@ -29,6 +34,7 @@ func _handle_cancel_input() -> void:
close()
func _unhandled_input(event : InputEvent) -> void:
return
if event.is_action_pressed("ui_cancel"):
_handle_cancel_input()
get_viewport().set_input_as_handled()

View File

@@ -12,3 +12,11 @@ extends OverlaidMenu
if menu_scene:
var _instance = menu_scene.instantiate()
%MenuContainer.add_child(_instance)
func blocking_close() -> void:
get_viewport().set_input_as_handled()
super.close()
func _ready() -> void:
back_action.triggered.connect(blocking_close)

View File

@@ -4,26 +4,30 @@ extends Node
## Node for opening a pause menu when detecting a 'ui_cancel' event.
@export var pause_menu_packed : PackedScene
@export var focused_viewport : Viewport
@export var player : CharacterBody3D
@export_group("Inputs")
@export var base_mode:GUIDEMappingContext
@export var pause:GUIDEAction
func _ready() -> void:
# GUIDE.enable_mapping_context(base_mode)
var menu_already_open = false
func _ready() -> void:
pause.triggered.connect(on_input_pause)
func on_input_pause():
if menu_already_open:
return
menu_already_open = true
if not focused_viewport:
focused_viewport = get_viewport()
var _initial_focus_control = focused_viewport.gui_get_focus_owner()
var current_menu = pause_menu_packed.instantiate()
current_menu.menu_closing.connect(player.LoadSettings)
get_tree().current_scene.call_deferred("add_child", current_menu)
await current_menu.tree_exited
menu_already_open = false
if is_inside_tree() and _initial_focus_control:
_initial_focus_control.grab_focus()
func _unhandled_input(event : InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
pass

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42
assets/lift/lift.gd Normal file
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@@ -0,0 +1,42 @@
extends Node3D
var lift_already_used : bool = false
@export var end_location : Vector3 = Vector3.ZERO
@export var lift_time : float = 1.0
@onready var button: MeshInstance3D = $Cylinder_001
var player : CharacterBody3D
func finished_climbing() -> void:
player.SetAllowedInputsAll()
func start_climbing() -> void:
var player_start_location = player.global_position
var height_difference = end_location - global_position
var elevator_tween = get_tree().create_tween()
elevator_tween.set_parallel(true)
elevator_tween.set_ease(Tween.EASE_IN_OUT)
elevator_tween.set_trans(Tween.TRANS_CUBIC)
elevator_tween.tween_property(self, "global_position", end_location, lift_time)
elevator_tween.tween_property(player, "global_position", player_start_location + height_difference, lift_time)
elevator_tween.tween_callback(finished_climbing)
func _on_area_3d_body_entered(body: Node3D) -> void:
if lift_already_used:
return
if is_instance_of(body, CharacterBody3D):
player = body
player.SetAllowedInputsMoveCamera()
lift_already_used = true
var button_tween = get_tree().create_tween()
var button_final_pos = button.global_position + Vector3.DOWN * 0.35
button_tween.tween_property(button, "global_position", button_final_pos, 0.3)
button_tween.tween_callback(start_climbing)

1
assets/lift/lift.gd.uid Normal file
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@@ -0,0 +1 @@
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materials/extract_path=""
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gltf/naming_version=2
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41
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@@ -0,0 +1,6 @@
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URL=https://kenney.nl/knowledge-base/game-assets-2d/using-input-prompts
IDList=
HotKey=0
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