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Dark Divine's itch.io pageNames and Email Addresses of Team Members
Imraan Arenz
imraan.aarenz@gmail.com
2153125@students.wits.ac.za
Categories Your Team is Eligible for
Student
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Names and Email Addresses of Team Members
Imraan Arenz
imraan.aarenz@gmail.com
2153125@students.wits.ac.za
Categories Your Team is Eligible for
Student
Log in with itch.io to leave a comment.
Comments
Nice! I managed to beat the game after some time figuring out the wall jumping.
It felt like there was a disconnect between the character controller and the character animation, potentially also a collider/sprite misalignment.
With that in mind, keeping the character as a cube could end up feeling a bit better and you could maybe spend more time focusing on the character controller.
I should look into that . Part of me wanted to try and challenge myself. I think in future when working on controllers I'll stick to basic sprites so I can focus on it. If I can I'll add animations and such. Thanks for the feedback and sorry about the jumping
Hi! Just a reminder of this rule: " To be eligible to win any of the prizes, your team has to play and give feedback to five other entries by Monday, 5th October 2020".
So if you haven't done it yet, you still have the rest of this weekend and Monday to give your feedback!
Good effort! I really enjoy platformers and this one was a challenge!
Some advice to make your platformer even better!
- Add coyote time. When I leave the platform I still have some time to jump. It'll make your wall jumping more comfortable too.
- Look into some better jumping. So holding jump button down makes you jump for longer. And add more force when dropping for a more realistic jump.
Thank you so much! Could you please explain Coyote time a little more for me please?
Check out this video on better jumps for platformers -
But basically coyote time is when your player leaves a surface and hasn't jumped. You still allow them to jump for a mili-seconds in the air. This helps with slow reaction times and fps problems.=> OnCollisionExit with floor -> IEnumerator - yield for seconds (0.2) -> If jumping is == false then set jumping to true.
(within those 0.2 seconds of airtime, if player hasn't jumped, then still give them the chance to jump)
Thank you so much!