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Thanks once again for testing it out. My current goal is to make the game feel smooth and easy to learn. If we get this settled I'll be implementing more features to the gameplay. I think we're almost there.
Yes. It turns out that 1 tile is sometimes not enough to do precise jumping (especially if you are falling from greater height). Although for short jumps it can still work in current configuration.
(09-22-2016, 01:08 PM)STM1993 Wrote: The midair inertia would be pretty bad for precision jumping (as I found out trying to land on single tiles and later half a tile).The thing is if we add more control into direction changing in air it will start to look weird on the other aspects (like too high acceleration)... So we need to find something between and I think that current one is pretty much ok, bu I'll have to stick with 2 tiles precision mainly.
(09-22-2016, 01:08 PM)STM1993 Wrote: You could make the initial tapping of walljump slightly lower on height and instead emphasize how much to hold spacebar, or simply design levels to not have only 1 tile of space - it is difficult to jump back unless you drop to about 2/3 down a tile (based on character's head).Yah, I actually didn't realize I didn't allow to hold jump after wall jumping. Fixed it, will release a new build hopefully today with some more things than just jumping.
(09-22-2016, 01:08 PM)STM1993 Wrote: I like how the camera changes size accordingly, and I've always liked platformers that have small characters but large visual range.So do I. I'm trying to make gameplay similiar sa some hardcore platformer titles. As you can probably tell the mechanics are pretty much the same as in Super Meatboy. Although I'm adding some extra features to make the game more entertaining.
(09-22-2016, 01:08 PM)STM1993 Wrote: Also gonna point out this is possible to stage 3:Yah. It was intented to leave more than 1 way to get it. I think I'll add some speedrunning indicators, so player is supposed to find the shortest way, which sometimes is not obvious.
(09-22-2016, 01:08 PM)STM1993 Wrote: At this point its pretty much how you plan to design your levels to work with the controls, though currently bigger levels and less precision (minimum 2x2 spacing) would be preferable.
Yes. It turns out that 1 tile is sometimes not enough to do precise jumping (especially if you are falling from greater height). Although for short jumps it can still work in current configuration.
!! NEW VERSION CHECKIT OUT IN FIRST POST
(sorry for reposting, but i need attention)