I started using Godot recently and am currently trying to get a simple platformer to work. I followed the tutorial on 2DKinematicBodys (http://docs.godotengine.org/en/latest/tutorials/2d/kinematic_character_2d.html ) and so far everything is well and good. However, upon trying to create my own platformer based on that tutorial, I ran into a number of issues.
First of all: Downwards slope movement. While using the collision normal vector - like the tutorial suggests - works fine for upwards slopes, I can not use this technique for downward slopes. This means everytime my character moves on a downwards slope and is in the air for a very brief moment due to the gravity not being strong enough to pull him back on the ground immediately, it will look like he's "hopping" down the slope, which is terribly awkward.
I've tried a variety of things in order to prevent this from happening. At the end of each fixedprocess I would check if test_move(0, 16) (16 being the maximum amount of pixels that the character could step down without jumping) returned true. If it did, I would move(0, 16), which should make the character move back onto the ground. While this did work, it also made the movement extremely jittery, for reasons unknown to me. As if everytime the character moved, the following frame the character moved a few pixels upwards before making its next move.
For my next attempt I increased the gravity to levels where it would drag my character immediately back onto the ground, unless the slope was very steep. Again, while it worked, it caused the same jittery movement I had before, ontop of having the annoying side effect of accelerating the downwards movement speed to unpleasantly high levels (Which is another thing I don't fully understand, since any gravity that is being applied should only be able to drag the character down vertically, with the horizontal movement being unaffected).
Which leads me to my second problem. While of course it seems realistic for characters to move quicker when moving down a slope and slower when moving up, it is undesireable in my case. I understand this behaviour must be linked to the Vector2.slide function the tutorial is using, but I am not sure how to avoid it, especially since I don't fully understand the slide function, and the documentation on this engine in general seems to be somewhat sparse. (I don't quite understand why it takes a Vector2 as parameter. Does it simply take the length of that vector and converts it to a different angle? Also, why does the character not run up walls with the code from the tutorial? If it runs into a wall, the collision normal vector would be pointing to the left/right, which means sliding alongside that would result in moving up.)
When I was using Godot for the past few days I was quite happy with it, seeing how it strikes a nice balance between complexity and efficiency, after using a large number of other game engines. However, the issues listed above turned out to be rather frustrating. If anyone has any solutions or suggestions to either of the problems (or even an entirely different approach from the tutorial), they would be very much appreciated, since I would really like to keep using this engine. Thanks in advance!