Jump FASTER but not HIGHER
Zilla
Member Posts: 157
design219 and mhennemeyer suggested that my player in "Walk the Line" should jump faster as the speed of the game increases so that he can avoid the faster and faster moving obstacles. I made some experiments but my player is jumping higher (and even off the screen) when I increase the acceleration or the timer that controls this jump.
Has anyone else solved this or could give me an idea?
btw you can download "Walk the Line" to your iPhone:
http://itunes.com/apps/walktheline
hey, it's FREE!
Has anyone else solved this or could give me an idea?
btw you can download "Walk the Line" to your iPhone:
http://itunes.com/apps/walktheline
hey, it's FREE!
Comments
I was playing around with drag but I don't seem to understand it, because I cannot see any effects that it should produce...
Without drag...there is nothing to slow your actor down except collisions. With drag...it will eventually slow down...like billiards balls after a strike on a table. The collisions will reduce the amount of velocity...but drag will bring them to a (virtual) stop after the collision. I have found that there is still some residual "quiver" on an actor when it comes to a stop (when it has 0 velocity) once it has been set in motion. The actor seems to flicker its X and Y position values like the physics engine hasn't let go of processing it.
Thank you very much for this detailed explanation.
I implemented your suggestions with a acceleration/change velocity combination:
when jump is pressed
change velocity (90 degrees)
min( game.Time * 17, 1200)
for 0.2 seconds
accelerate (90 degrees)
max(1700 - game.Time *100, -6000)
Thanks a lot
I will tell you when the new version is available and I hope that you will like the new gameplay experience.
Unfortunately, I think that I cannot change gravity during gameplay... but the idea with a 270 degree acceleration is brilliant. I will try this and I hope that the movement of my player will be a little smoother.