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Thanks for the kind words! The cutscenes were made using the AnimationPlayer in Godot. I set up some methods on the player script to disable input, force jumps, and force movement. Then made text generators for the MC that are triggered with areas. The AnimationPlayer would call all of these in the order I set. Probably a pretty jank/bad way to do it but it ended working well enough for the jam!

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It sounds a lot of work went in to make the characters move smoothly. which I think it paid out pretty well!

If that's the implementation, I wonder each playthrough plays out slightly different cutscenes depending on the character's position and speed when the cutscene has started

Thanks for answering my question!

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For sure! And yeah that's something I had to design around. The first cutscene happens right after you fall into a large pit, so I knew the player would be respawned right at the checkpoint, always the same position. And the last one forces you through a small gap, so that everyone would have to trigger it right then. A more elegant solution would be to calculate the path to the cutscene 'start' and have the player character move there before triggering the rest of the scene. Or something!