As it sounds, it seems to me that
- your skills at pure coding maybe a bit lacking (no offense), as complaining there is a missing function you have to code… So what is your background in programming? Maybe we can help..but yes Defold is code oriented maybe more than other engines where you have a lot of premade “click and configure” tools.
- The task you are trying to achieve is, for now, too complicated for you to reach. Programming a kinematic player in plateform game with many move is actually a difficult and complex task! I started on gamemaker, which should be “easier” then defold, but you can just follow this series of 9 videos (!) to have semi-solid moving plateforms https://youtu.be/w8T_mWTpw38?si=HjV8tiLfgzbFFj4V and you’ll agree it IS difficult, in any engine.
So you said platypus was difficult to use, but it solve some of your problems, but the only other solution is to understand what you want to do, decompose thing, draw vectors on paper, understand the physic or algorithm, then write a code that works, then rethink, then write a code that works and that is reusable…then write a lot of other code…then rethink, then rewrite all of youe code in a well designed way, because you are better than in the begining.
I started gamedev (as a hobby) a year ago, and even I am a proficient coder, I strugle at first on many things (there is a lot to learn actually). I started trying to do “my big metroidvania dream game” but after a few month I realize the task was just off limit for me (for now!). I struggle too to “escape” the tutorial phase, because I though I didnt know how to do it “the good way”.
But in fact after I tried to solve more things by myself with my way to do it, I realised it was Ok!
Just dont be too hard on yourself. It is ok to write spaghetti code. If it works, it works.
set reachable and precise goals , like a mini game of some sort, take your time to just “make it work”, even if it is spaghetti code.
Then rethink and refactor: how can you configure things instead of hard code them?
Which part should be reusable in a module? If so, whats the API? How should you merge your 12 similar gameobjects into one type of game object and a controller object?
From game to game, you’ll just improve and wont do the same errors twice.
I really love this engine and how it is just a clean API, that let you do whatever you want and dont stay in the way. Things are not bloated, you have to do many things by yourself but you have all the tools to do it.
And I love to see what incredible things other people can do with a simple tool!
Even if it miss, you are right, some quality of life features, I find out that the monthly releases and the great community extensions / game sharing just erase theses as time pass (I mean extensions like defold-event, defold-input, druid, panthera, imgui etc. are just so great should be builtins!)