Lucky777 Wrote:...If there is ever a situation where one has to take a running jump from a DOWNWARD incline, though, the fact that she comes off the ground whenever she tries to run
downwards along 'em is going to be a bit of a problem.
alyce Wrote:Stop, now. There's one HUGE mistake you're making, that every other platformer on this forum has made. I'm telling you this because you had three different speed walking animations and now you only have two speeds, that's just a waste - but it's a good thing.
Now, don't have a set speed - your character model here has the ability to look like it's smoothly speeding up, screw press-button-to-run, let it die in a fire, let her/his speed have a momentum, just create a second value that slowly increases/decreases as the button is pressed, and allow that value to be his/her current speed. And when say.. speed rises above 25 units, change the animation. Cap the speed at the current press-button-to-run speed, that's a nice steady pace.
Biles Wrote:That's a problem from the MiM mechanics I can't fix. However don't fret, running to jump further is no longer relevant (actually it has been since I first implemented the jump and run keys). If Vicka just stands at the edge, you can hold down the shift and hit the jump key button to jump further as if she had ran and jump off the edge.
alyce Wrote:Stop, now. There's one HUGE mistake you're making, that every other platformer on this forum has made. I'm telling you this because you had three different speed walking animations and now you only have two speeds, that's just a waste - but it's a good thing.
Now, don't have a set speed - your character model here has the ability to look like it's smoothly speeding up, screw press-button-to-run, let it die in a fire, let her/his speed have a momentum, just create a second value that slowly increases/decreases as the button is pressed, and allow that value to be his/her current speed. And when say.. speed rises above 25 units, change the animation. Cap the speed at the current press-button-to-run speed, that's a nice steady pace.
Gorepete Wrote:
Mistake implies its accidental. I make the conscious decision not to do this in my platformers because I find windup / momentum mechanics to be annoying and take away from the game play. I think you will find most people like their controls to be responsive and not have their characters take damage or get caught in something because their run mechanic was spinning up or fall off a cliff / run into an enemy because they didn't actually stop when they released the movement key.
So I disagree, I think the huge mistake is compromising game play for something so trivial.
Lucky777 Wrote:
A mere stylistic matter, really, and so it seems hardly like something that can be counted as even a small mistake, let alone a huge one.
That said though, I don't have any necessary objection to a momentum mechanic in the running, if it's a momentum mechanic applied WHEN the run button is held.
If you're trying to say that the Sonic style of increasing speed is objectively superior to the Mario style, though, then ... nope..
Biles Wrote:Oh dang, I didn't see the resurrection come up on this one. Well, if anyone was just curious, I put this particular experiment in the pigeonhole so that I could follow the MiM game development (not to mention contribute) in that it will hopefully give me some more insights to further develop some knowledge skills to create a viable platform game someday. Eventually if and when I do start a platformer game, it's gonna be start from scratch basically.
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