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Arya - Roguelite Platformer basis
#4
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).
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).
I like how the camera changes size accordingly, and I've always liked platformers that have small characters but large visual range.

Also gonna point out this is possible to stage 3:
[Image: MfNOIuW.png]
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.
[Image: uMSShyX.png]
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Thanks given by: Gad


Messages In This Thread
Arya - Roguelite Platformer basis - by Gad - 09-21-2016, 08:10 PM
RE: Platformer basis - by STM1993 - 09-22-2016, 02:06 AM
RE: Platformer basis - by Gad - 09-22-2016, 12:45 PM
RE: Platformer basis - by STM1993 - 09-22-2016, 01:08 PM
RE: Platformer basis - by Gad - 09-27-2016, 05:16 PM
RE: Platformer basis - by STM1993 - 09-27-2016, 05:35 PM
RE: Platformer basis - by Gad - 09-27-2016, 06:08 PM
RE: Platformer basis - by STM1993 - 09-28-2016, 10:59 AM
RE: Platformer basis - by Gad - 09-28-2016, 08:46 PM
RE: Platformer basis - by STM1993 - 09-29-2016, 03:23 PM
RE: Platformer basis - by Gad - 09-29-2016, 06:14 PM
RE: Platformer basis - by Simoneon - 09-29-2016, 09:22 PM
RE: Platformer basis - by Gad - 09-29-2016, 09:39 PM
RE: Platformer basis - by Bamboori - 10-17-2016, 02:44 AM
RE: Platformer basis - by Gad - 10-18-2016, 12:28 PM
RE: Arya - Roguelite Platformer basis - by Gad - 04-19-2017, 06:38 AM
RE: Arya - Roguelite Platformer basis - by KaydoT - 03-02-2018, 09:31 PM



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