Platformer was an experiment with Unreal Engine 4. The idea was to produce a short demo game using only Blueprints (in other words, no code was involved). At the same time, I also wanted to try experimental Paper2D functionality.
You play as an avatar who is trying to escape a level. A bat guards a chest and a guardian devil guards the exit. Your goal is to simply find the exit key and escape through the locked door! But the obstacles are seemingly insurmountable. With your death a certainty, you must strategically die and then use the corpses of your former incarnations to advance throughout the level.
The demo is fully playable. Here is a short walkthrough (clicks through to youtube).
I used the excellent Alagard font -- CC-BY 3.0.
I also used the awesome broad-purpose tileset made by surt and found at opengameart.org -- CC0.
For these who are also experimenting with Paper2D, here are some guidelines.
- Collision is manually done via
StaticMeshActor
s. UE4 does not support tileset collisions yet. - Physics can be fiddly. Some things that may help:
- Lock sprites to the Y-axis.
- Turn off physics/gravity (when applicable).
- Increase angular/linear damping.
- To preserve a pixel-perfect aspect ratio:
- Camera must be orthographic (obviously).
- Camera width set to the number of actual pixels.
constrain aspect ratio
must be checked.- Run the game in a separate window; make sure it is not embedded in the selected viewport.
- Make judicious use of custom collision responses.