I happened to stumble over this today:īut I didn't test it, so your mileage may vary. Also I think it isn't doing "pixel perfect" movement and you see the thickness of the pixels of the background tiles flicker. I think the cam should overall spend less time moving. Watching it for a while in fullscreen makes me nauseous from the camera movement. On a side note: Did you not take a look at the gif I got in my later posts? What did you think?Ĭlick to expand.I think there are a couple of issus. 3/4 Perspective jumping can be really fun if done right. It blew my mind when I first also played Superstar Saga. I personally really enjoy the platforming on Alundra. It takes a lot more thinking than just a loop to get this working. Perhaps the challenge isn't from a code perspective - but more of a graphic perspective which is probably why people don't attempt it. If people oughtta "git gud" for a dumb jump mechanic like Dark Souls - I don't see a convincing reason not to have a jump mechanic for a 3/4 Perspective video game. But so is Superstar Saga - which is not isometric based. Mario RPG (SNES) was an isometric tile-based game with an active jump key. During battle this button can be used for jump attacks - versus exploration, unless it's perhaps for a dodge.ĭon't you think it would be fun to jump around a landscape to see what you can find? Puzzles/exploration/battle sequences with the jump (like an attack that can only activate when jumping during battle mode) etc. I want an active jump button for exploration's sake. Reminds me of how Golden Sun implemented a jump. I can also just take feedback to see if people would like to see this in a game so I can get motivated to do this.Ĭlick to expand.Update: I saw the game you mentioned. My intent is to have a story rich action platforming RPG because I really enjoy exploration by jumping on things, and I really enjoy a good combat system - only makes sense to combine them. I learned from their mistakes and made the jump a lot more controllable like Mario's. But I read many people complaining about Alundra's jumps because they couldn't tell height differences and the "too precise" jumps. Is this a normal process? That's why I asked whether it's worth adding this jump mechanic? I would love it. I asked that question because I know there's going to be so many glitches and bugs, but I find myself thinking about this all day every day when I'm stuck on a bug and then I proceed to somehow fixing it. It can also jump from one platform to another (Although there is a tiny glitch when jumping upwards) I have the ability to jump on platforms (At least 1 level up for now) and fall off those platforms. I worked a lot on this for the past 2 and a half months. Every other Action RPG (even the one on Cross Code) isn't really the type of jump mechanic I envision. I cannot find ANY 2D Action RPG out there that has the active jump mechanic besides Alundra, and its prequels. I haven't even started on the enemies - I know I will encounter many bugs - but is it worth the effort? Let me know if this is a popular mechanic to have or potentially popular? Thank you.Ĭlick to expand.Both actually. Is it necessary? I know most RPG's would handle this with just going around objects, or add slides/slopes to go up altitudes. So I was thinking of disabling the "platforming" when combat started and allow for some jump attacks during combat phases. I wanted the jump mechanic - primarily for platforming - but I don't want to lose the focus on the action bit. How realistic is it to create such a platformer title? I mean, I have gotten the jump mechanic and jumping on objects down, but every time I open/close Unity, I find a new bug I have to fix, and these bugs have to do with the 2D Colliders, than the code. Reason I ask is, the platforming alone is quite challenging. Is this even an attractive genre to venture into? I am in the process of making an action RPG/Platformer (think Hyper Light Drifter + Alundra).
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