APT - Advanced (2D) Platform Toolkit

What is a ADT ?
Its a toolkit to create advanced , by advanced read, similar to Sonic or other “modern” 2D platformers. It supports, slopes, loop-de-loops, stairs, moving platforms, double jumps, wall climb, and much more. It is also, completly physics based - this means, it uses Unity 2D Internal physics system.

Demo
Preview

What features will it support?

Well apart from 360 degree movement, it has a robust state machine system and versatile API.
Creating new movesets and acrobatics is simple.

  • RIGID BODY Physics, it uses Unity Internal Engine to handle all motion!
  • AirDash,
  • Homing Attack,
  • Crawling,
  • WallClimb,
  • WallJump,
  • Spindash,
  • Double,Triple,Quadruple, n-tuple jump
  • Stairs
  • Moving Platforms
  • Different Colliders for different actions
  • something else? Ideas?

So where can I find more info?
www.morphexe.com, this is my personal website where I post regulary about the engine and other works I find interesting. I also stream the development of the engine via twitch.tv, you can find me under the name morphexe, in Game Development.
Goodies?
The ones that for some reason have followed my stream, can see that this video is sort of “obsolete” already.
But it shows some of the engine features.

Warning : No animations are present in the video.

I would love to have some feedback, feature ideas, and what you would like to see on this sort of engine.

If you are interested in doing something similar in 3D or 2.5D enviroment check this : Here

Very clever. It seems we can do a lot of things with this kind of engine.
Wait and see…

6R

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Freedom is one of the things Sonic games always had to me, so I trying to make this feel free to the player.

Also feature wise, I am throwing a PlayerController as a basis of how to use the engine, so you can implement new features or your own controller.

You really nailed the sonic like motion.
You should add events when you start running, hit top speed, hit ground and so on. This way it would be easier to control animations from a different script. I don’t know if this is the preferred way of doing it, just an idea though.

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Events are the next step, I already have onLanding, and a few others, but yeaht thanks for the feedback :smile: Sonic was my inspiration

Click Here to Test the Beta - Check my blog post for controls and to test the current engine version-

I am aware of one or two crazy bugs, although this was introduced due to the refactoring of the code, and they already being fixed, expect to have a version of this in the Asset Store by the end of this week :smile:

After working on my 3D Sonic Unity Framework. I decided to redo this:

Check the preview Video here.

And tell me what you thing, and what you would like to have on a ?

You can test the current version HERE

New Video Showcasing some new features.

Tell me what you think!

I really like this and want to use it to make a sonic fan game I have an idea for. I can’t find this in the Asset Store though, but I see the PGDK you have in the Asset Store. Oddly enough I have 3D models for the characters, but only 2D art for the platforms, so I’m aiming for 2D or 2.5D. I know the PGDK has Bezier Segments for 2.5D, but I don’t want to have to redo the 2D platforms I already have. I’ll probably just use the 2D art in front of of some 3D platforms, but I’d like to try out both 2D and 2.5D, maybe use the 2D one for special stages. To sum up all of this, where can I get access to this 2D version?

Due to the lack of response this was having, I ended up not working on this, since I had other projects this stood behind, and was eventually forgotten, if enough interest strikes I might put this up back on the schedule for a near future.

I still have some interest, but I think I can manage doing 2.5D basing it off your PGDK. I can Bevel my 2D art for 3D, I just need to look more into your documentation and tutorials for using the Kit for 2.5D purposes. Just you watch, I’ll make a better sonic game than Sega can!

PGDK will get updated “soonish” to improve 2.5D and general 3D, but focusing mostly on the 2.5 Aspect.
the the 2D version above, I still have the source code, but its not that usable without major tweaks, there are better ways of doing what I had there.

Probably for the best, 2.5D definitely results in better graphics.