Autorunner games: is it possible? (research)

I had this wild, wild idea:
Autorunner platformers.
Here’s my idea for an auto runner:

  • Once you start running, you can’t stop, but you can jump.
  • Hitting a wall lets you turn around and run in the opposite direction.

With that in mind, let’s do some research to see if this is possible!

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Definitely possible.
Like the game “gimjumper”, but the platformer auto-runs!

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I like this idea… only if you could force a player to move forwards in creative…

In fact, we can!
I tried making a working prototype before, problem is it got buggy.
But what I know by my experience is that we need a player coordinator device.
So here’s my idea:
We force the Gim to continue running right.
If they stop running or start running left, we respawn them and reset everything.

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Ooooh, I like that idea, and I see how it could be lagging with constant checks of the player’s movement.

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Aye… I can where this is going…
To get the running left check, we should use a property that gets the players previous X coordinate, then compare if its greater than the players current X coordinate.

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The could be like “levels” with this concept and a checkpoint so that, when you respawn at the end of the level, It’s the next level.

This is cool idea! I thought of this one time…


sooo Potentially we could use a maxed-accuracy sentry constantly firing a gadget at the player with knockback functionalities. When the sentries gadget no longer has enough range to bump the player, a new one could be activated. We could have zones representing every layers of the air, so that a new sentry would be activated for each layer to keep pressing the player forwards.
This would be better, tho, if we had a device that fires gadgets instead of the sentry.

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Yeah, I have had many map ideas with autorunner but couldn’t make them. I’d love to see this work out :heart:
Oh this could also be useful for GD

That’s what I was thinking! We shall finally crash Gimkit with Astral Divinity!

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I think this is a pretty good idea, we could possibly use a trigger loop to make the background (including the part represents the Player) keep changing in a specific interval, which looks like it is moving.

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Can’t we just use teleporters to teleport the player?

Let’s do a bit of design with the walls:
When you hit a wall, you can’t keep running, so you don’t have to run any longer, here you can switch your direction or go over the wall and keep running in the same direction as you were before (If you can)

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there is no current device that allows this.
I don’t see the point of this topic customcoaster

The alternative to this is to have a barrier in front of the player, so it can only jump, then animate the entire level backwards.

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Autorunners could revolutionize the way we make platformers, it would be brilliant!

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ik, then we would finally have GEOMETRY DASH!!!
But the thing is,

and

would cost WAYYY too much.
or you can teleport the player forward, but that is kinda bad too cause you cant jump

Remember when I said I tried to make a mechanism based on this?
It didn’t use teleporting when I first made it. So we don’t have to use teleporters

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well, yeah. good point.
Do you have any ideas on how to make this?
WE could make flappy bird! By making a rng counter the random barriers animating and moving to the side!

Doing this now.

Noice, that’s cool, but I was thinking that it should be like a regular DLD course with an autorunner twist.

Do you by any chance have code sharing accessible? We can maybe work on this together.