i made a game with a movement system nearly-carbon-copied from Celeste by Maddy Thorson because I really like the game.
The game is centered around this frog:

His name is Michelin. I just made that up right now.
Also, all the art is from a free asset library picked out by Mr. Wilmoth, all credit to that person who made the assets.
MOVEMENT
Like i said before, the game’s movement system is pretty much celeste’s movement system with a couple additions.
Jump

You press Z to jump. Pretty basic, the code came with the engine.
Double Jump

Uses a variable to check if you’re in the air, and sets it to zero when you double jump, so you can’t use it again.
Lunge

Uses a similar code to the double jump to make it single use in air.
Lunges in whatever direction you’re holding with the arrow keys, including diagonals. It gives you a second of grace to decide which way you’re lunging if you weren’t holding it already, but don’t rely on it, it’s really short.
Crawl

Hold down to make yourself smaller. You also fall faster while crawling.
Wall-Jump

This was probably the most complicated part of the moveset to make. It involves checking what direction you’re holding for a wall, making sure you haven’t been on the ground for at least 12 frames, and also making sure that you aren’t holding the other direction key, before letting you hold the wall.
Coyote Time

A grace period after running off the edge to not waste your double jump, QoL feature. Whenever you’re off the ground, variable “coyote” decreases by 1 every frame. When you’re off the ground and you hit jump, it checks if “coyote” is above 0. If it is, it uses a normal jump instead of a double jump. Every frame you’re on the ground, “coyote” is set to 10, meaning you have 10 extra frames of normal jump usage.
LEVEL DESIGN
Area One – Movement Intro

Pretty basic tutorial zone
White text telling you how to progress (except for crouching because i forgot lol).
Based on the original level layout made by Mr. Wilmoth
Area Two – Movement Challenge

(Intended Route Annotated)
First challenge of the level, a test of basic movement knowledge
In this level I have the structure of introducing a mechanic, giving a basic introductory spot to learn how it works, then placing a challenging segment featuring that mechanic right after to test the player’s new knowledge and teach them how the mechanic works in practice.
Area Three – Spike Intro

Alternating blocks of safe and spiked blocks, basic example of how spikes work. Checkpoint right there.
Area Four – Spike Challenge

Continuing the structure, similar challenge to the movement challenge, just with spikes instead of a pit.
Area 5 – Crate intro

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