LaunchpadGD
Godot 4 · Pack/v0.1.0Coming soon

Pixel Platformer

Skip the boilerplate. A complete 2D platformer foundation for Godot 4. Movement, level systems, AI, and the polish that makes a game feel right.

If you've built a character controller before, you know the drill. Coyote time. Jump buffering. Variable jump height. Wall jumps that don't feel like garbage. It takes weeks to tune, and you end up rebuilding it every project.

This is that foundation, done. Clean GDScript, no runtime dependencies. Drop it in and start building levels.

Every tier ships with the full source code and all components for that tier. Nothing is precompiled or hidden. Read it, modify it, learn from it.

Three tiers, all one-time purchase. Pick whichever layer you need.

Free ($0)

Try it before you buy.

The core foundation. Enough to prototype a platformer that already feels good.

Movement & feel

  • Horizontal kinematics with normalized acceleration, friction, and directional snapping.
  • Variable jump height for short hops.
  • Terminal velocity clamp so you don't tunnel through the floor.
  • Coyote time (a 0.1s to 0.15s window after walking off a ledge).
  • Jump buffering, so a jump pressed just before landing still fires.
  • Wall slide and wall jump.

Level systems

  • Area2D checkpoints with global respawn.
  • AnimatableBody2D moving platforms. No jitter when you ride them.
  • Basic patrol AI with raycast ledge detection.

Project scaffolding

  • Global singleton autoloads for state, audio, and cross-scene data.
  • A graybox playground scene that demos every script.

Pro ($15)

Ship a real game.

Everything in Free, plus the mechanics that separate a prototype from a finished product.

Advanced movement

  • Directional snapping for instant input-inversion response.
  • Corner correction. Raycasts nudge you out from under ceiling clips.
  • Dash system with i-frames and input lockout.
  • A brief dash wind-up pause that gives the move some weight.
  • Multi-directional dashing (4-way or 8-way).
  • Ledge grabbing via dual raycasts.
  • Ground pound. Brief wind-up, then a massive downward force.
  • Grappling hook with pendulum physics.
  • One-way platform drop-through.

World & camera

  • Zelda-style room transitions, interpolating camera limits between Area2D bounds.
  • Minimap generator that translates world coordinates into discovery grid cells.
  • Swimming zones that dampen movement.
  • Water buoyancy that pushes you up at the surface.

AI & bosses

  • Behavior trees with Blackboards and Sequences.
  • Multi-phase boss AnimationTree driven by an AnimationNodeStateMachine.

Save & inventory

  • Resource-driven inventory, decoupled from the UI.
  • ConfigFile save and load to the user:// directory.

Juice & polish

  • Hitstop. A brief Engine.time_scale drop on impact, so hits feel like they connect.
  • Simplex noise camera shake.
  • Squash and stretch on jump and landing.
  • Ghosting trails on dash and high-velocity states.

Studio ($45)

Full systems for commercial releases.

Everything in Pro, plus the systems you need for a full commercial release, and a royalty-free commercial license. Fork it, ship it, sell your game.

Combat & feel

  • Combo system with cancel windows and per-move input buffering.
  • Hit reaction FSM (launched, grounded, juggle) with i-frames per state.
  • Parry and counter window with a time-scaled riposte.
  • Pooled damage numbers with tween arcs and crit variants.

Narrative

  • Branching dialogue with character portraits and emotion states.
  • Cutscene director built on AnimationPlayer method tracks.
  • Resource-driven quest manager with prerequisites and persistence.

Multiplayer

  • Local co-op via per-player action sets and split viewports.
  • Networked multiplayer on ENet with snapshot interpolation.
  • Rollback netcode for fighting-game-grade latency masking.

World systems

  • Procedural levels using wave function collapse over TileMap chunks.
  • Day and night cycle that drives lighting, ambient color, and NPC schedules.
  • Weather (rain, snow) with audio mixing and surface friction changes.
  • Multi-layer parallax with look-influenced offset.

Polish & accessibility

  • Steam-compatible achievement manager with an offline fallback queue.
  • Controller rebinding UI with conflict detection and gamepad glyph swapping.
  • Accessibility suite. Color-blind palettes, shake toggle, audio cues, difficulty matrix.
  • Replay system. Input recording with seed-locked determinism.
  • CSV-driven localization with runtime locale swapping.

Built for Godot 4

Targets Godot 4.3 and up. No third-party runtime dependencies. No editor lock-in. Every tier ships as plain GDScript and Godot scenes you can read and modify.

Get it

One-time purchase per tier. No subscriptions, no DRM, no ongoing fees.