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FALLFORTH

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A member registered Sep 13, 2024 · View creator page →

Recent community posts

I was exactly where you were at some point, and the only reason I knew you did that for the jump, is because I once did the same thing. I would advise you to look up a tutorial on how to apply actual physics calculations to your game. I don't know how old you are, but if you know basic algebra, it shouldn't be too difficult. While actual physics calculations might sound scary, it is actually a lot easier than winging it because thousands, if not tens of thousands of mathematicians have explained how to use these equations in every scenario imaginable, not to mention it will make your game feel natural.

Keep up the good work, I am super glad you are learning from your mistakes and constructive criticism rather than ignoring it. That mindset will help you become an excellent developer in no time!!

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It is specifically said in the rules that it is cheating to team up. . . you will be disqualified if you make it anywhere near the end for teaming.

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I am a fairly experiences game dev, and there are a few things that cause it to feel robotic. You clearly have the character programmed to stop on a dime, not incorporating acceleration and deceleration into the movement. This causes the character to feel robotic. This is a good first project though, keep having fun!

Edit - another thing is the jumping, while you probably used the func that checks for a constant player input on the jump, lined up with a timer to create variable jumps, it just doesn't feel good. There should not be a constant speed at any point during the jump because it makes the movement along the y or z axis (depending on your engine) feel very unnatural (this might be intended because its a ghost, but this method is generally not a good idea). There are plenty of tutorials online for proper variable jumping, so I would go have a look. This is still a valiant project though, and I urge you to keep developing!!