Jrecee wrote:Hmm, a lot of people have mentioned controls/movement. I always found mario a bit too slippery compared to sonic. I have a movement test of a platform game I'm working on, does anyone want to try it out and tell me how it controls?
http://www.mediafire.com/file/34gzdgak9 ... engine.zip
Ignore the mismatched animations, the sprite is in the process of getting a makeover.
BoneSnapDeez wrote:The success of a console is determined by how much I enjoy it.
Jrecee wrote:Do you mean the vertical movement of the camera when jumping? I can either make it follow him more precisely, or make it follow him less precisely. I'm not sure which would be better.
Not sure what you mean with the jump. Are you saying he should jump higher depending on the speed that he's running? Or just make the jump lower if you tap it?
BoneSnapDeez wrote:The success of a console is determined by how much I enjoy it.
Jrecee wrote:Well the sonic games were pretty much the pinnacle of 2D physics, there's no way I'm going to be able to get near that.
I'm messing with the camera to get it a bit smoother, and I think I'll tweak the deceleration when he jumps. Right now if you aren't pushing left or right he decelerates in midair at the same rate as he does on the ground which doesn't really make sense.
BoneSnapDeez wrote:The success of a console is determined by how much I enjoy it.
Lord_Santa wrote:I'd say that the fighting mechanics are also important
any platformer can have a guy jumping on his enemies and nothing more
it takes a good platformer to include some kind of variety, as per example the Fireflower in SMB
although Sonic has (seemingly) no need for weapons, his attack is based off of his speed (he runs enemies over, as he's curled up)
there are various examples of this, throughout platforming history and I think it's an important aspect of the games themselves, since it's such a great part of the game
RyaNtheSlayA wrote:
Seriously. Screw you Shao Kahn I'm gonna play Animal Crossing.
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