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Well I took a premature dice into Unity Dots Physics so things are an extra hassle (also why no WebGL build unfortunately)

I am just using direct  velocity. I made some adjustments using  some of your feedback and sources. It's completely different. I made the Jump variable and with less force. Funny because most unity games Jumping seem to have floaty issues as a common complaint. I wen to far the other way it seems.  Really appreciate this insane feedback.. Maybe you can give the now updated version a shot. Still has a new set of issues. It's weird it has an unintentional double jump it seems. Anyway thanks regardless. Also I really like all your ideas when it comes to incorporating this mechanic properly. Definitely going to approach it accordingly.

(+1)

Ah, I wouldn't recommend doing dots for a game jam, unless you reeeeallllyyy want to. Especially since I wouldn't recommend dots for a platformer either. It makes more sense for a game that contains a multitude of characters that are all being updated in similar ways (maybe a group of flocking fish or what not). Dots isn't really designed for controlling specifically one character, so you wouldn't even see any kind of performance boost when there are barely any characters on screen.

Your tight about DOTS but it's all I have been working with the last year. I've gotten used to it. I don't event use it for speed I just like the pattern (some background  in DDO).

Anyway I updated the Jump yet again and I seriously think it's 1000x better :) but I'll settle for better.

If  by chance you get a chance I would love for you to take another look. You're feedback has been incredibly helpful.