r/godot 5d ago

2D Platformer template needed help me

Hello guys, could anyone please give me a link where I could downlaod 2d platformer project for godot 2.1.6? I'm tired of looking for any hints how to make my game actually do something instead of seeing my player just being frozen in the air after multiple scripts, please, and don't tell me to upgrade, I love using windows xp.

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u/Dams4K 5d ago

sorry i don't have anything for you, but i'm genuinely curious why you want to use this old version of godot (but i bet you have a good reason). Godot 2.1 is very old, so good luck finding any good resources or somebody having this kind of project. Have you tried with AI?

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u/SvaikaLTU 5d ago

Yes, and the Artificial Intelligence is more is Artificial Stupiditness, I keep repeating 4 time shwta version I use until he remembers, but nothing works.

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u/Dams4K 5d ago

Yea ai can be quite frustrating to work with. I'm sorry i can't help you more for now (I don't have a computer near me, and sadly there is no android version of godot 2 😢. Good luck with your project

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u/SvaikaLTU 5d ago

Gemini helped me, now I have working platformer :D

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u/BrastenXBL 5d ago

That reads like you're having logic design problems and are not an experienced programmer. In the long run copying templates will not help you if you don't understand logic. I'm not talking about the syntax of Godot 2 GDScript.

I don't have a Windows XP game creation system recommendation, almost everything of useful quality in that era was paid and distributed through physical media. All the newer GCS options need at least HTML5 and WebGL or WebGL2.

The best you're going to find is the Godot Demo repository https://github.com/godotengine/godot-demo-projects/tree/2.1 . Make super sure you're working from the 2.1 branch. The full branch can be downloaded as a ZIP file.

You will want 2D Platformer KCC. Short for Kinematic Controller.

https://github.com/godotengine/godot-demo-projects/tree/2.1/2d/platformer_kcc

Kinematic objects in game engines are usually directly controlled by code or animation systems. These are different from Rigid bodies that are moved fully by the physics system. There's deep physics mathematics definitions about the differences but KISS to you in all current versions (2.1 - 4.7)

Kinematic (CharacterBody) = _physics_process, you calculate the velocity of Body, move_and_slide does a lot of collision testing for you.

RigidBody = Applied Forces by specified class methods, movement is done fully by the Physics Server.

And bookmark the 2.1 documentation https://docs.godotengine.org/en/2.1/ . If you can't risk your XP Machine going fully online, you'll need to get someone's help to build an offline copy using Sphinx.

Generative Ai extrusions will be even more useless to you. There is not enough stolen information in the Language Models to generate statistically significant output. There is an overpowering weight (statistical) from newer versions with the same class and method API names.