Game
proto I
7 years ago

Jump mechanics overhaul
How wall jumps were improved significantly


I figured I would start putting out some updates regarding this project. I’ve recently been working on improving the jump mechanics significantly.

More specifically, wall jumping.

Previously, wall jumping really only ever existed due to a glitch where the player object would hold on to any vertical object as long as you held the player against it. In other words friction was malfunctioning.

It looked like this when you performed wall jumps. (Older version I dug up.)

5d092df2343f2.gif

Since then, I’ve significantly improved the wall jumping. When you wall jump, you press the character against the wall like before, but once you let go of the movement key, the character sticks to the wall, slowly sliding down at a fixed speed.
This greatly helps when anticipating a jump, as you can let the player slide down to adjust. You can also hold the opposite movement key for a brief moment to make the character let go, allowing you full movement again.

You can go even further than that. While holding jump, you can use the movement key opposite to the wall to bounce out, then you can go back in to perform another wall jump. Simple!
Here’s what that looks like, plus a sneak peek at the death screen.

5d092df374a94.gif

Which one do you prefer?

  1 vote Voting finished



0 comments

Loading...

Next up

"Thanks guys for endless hours of fun." 👍

(My first fan art. Read the article, please.)

#sonic #mario #photoshop

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Runestones: from concept to in-game model🗿

Family band complete!

The whole squad is here!

Interested? Follow me!

Levels' maps.

2d lighting experiment

Respect (Only TLOZ Players Will Understand)

:] me sigue sin gustar

:] I still don't like it