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Basic Vertical Platforming Functionallity

A topic by ratratratrats created Feb 22, 2023 Views: 155 Replies: 1
Viewing posts 1 to 2
(+1)

Very basic logic to handle moving 'up' platforms - basically tracking the 'height' in the z axis of each object and adding another check before collision occurs to determine if it is short enough to step up (relative to the player's current distance off of the ground).

The platform works similarily but obviously does not register a collision on any level but it's height.

Looking great! I had tried a pixel perfect collision system a long while ago using the sprite indexes of models to check against your current z value with "precise collisions" turned on, but ended up axing it for more standard 3d collisions in my personal projects. Keep up the good work!!