Manual: Slope Settings

This manual explains the following two topics:

  1. Slopes as physical behavior
  2. Slope detection in Visual Scripting

1. Slopes as Physical Behavior

Specifying Game Object Behavior

Since objects in ACTION GAME MAKER inherit from Godot’s CharacterBody2D, you can specify their behavior on slopes.
Check the Inspector of the GameObject node. The relevant section is CharacterBody2D > floor.


Below is an explanation of each floor option.

  • Stop on Slope: When enabled, slope behavior is activated. If disabled, slopes are treated as walls.
  • constant_speed: When enabled, the character can run at a constant speed even on slopes. If disabled, movement slows down when going uphill and speeds up when going downhill, following physical behavior.
  • Block on Wall: When enabled, the character stops at walls. If disabled, the character can slide past walls. The disabled setting is more suitable for top-down views.
  • Max Angle: The maximum angle of a slope on which the character can stand still. If the angle exceeds this value, the character will slide.
  • Snap Length: A setting to prevent the character from jumping out of slopes. Physically, characters tend to launch into the air when going downhill, but characters within the specified pixel range will stick to the ground, allowing them to run down the slope.

Slope Detection in Visual Scripting

Creating Slope Tiles

Simply selecting any tile in the TileSet and creating a collision shape for the slope in the Physics section will make it function as a slope. However, one additional setting is required for detection via Visual Scripting.

Assigning Slope Attribute to Tiles

Similarly, with any tile selected in the TileSet, enable Is Slope in the WallCollision menu.
In Visual Scripting, only tiles with this attribute enabled are recognized as slopes.