Platformer Demo

Platformer Demo

by epicfail1994
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Platformer Demo

Rating:
2.0
Released: October 29, 2013
Last updated: October 29, 2013
Developer: epicfail1994

Tags for Platformer Demo

Description

Version 0.5.1: Found a way to change gravity, still a lot of work to complete.
First Unity game! Just playing with the physics, etc. Demo version, currently one level, many tweaks to come. Next update: a few more levels, and lives.

Coding help from my fellow classmates was appreciated!

Bugs I am aware of:1. Skybox (background) mesh disappears 2. Character may be pushed through the floor 3. Clunky physics, especially character movement

How to Play

a/D left/right to move, w and up to jump.

Comments

0/1000
PancreasMan avatar

PancreasMan

Oct. 25, 2013

1
0

There's a weird conflict of different physics here, which could be very interesting. On the character side, the Protagonist is slow to accelerate and decelerate, and has no air control (similar to early Castlevanias). This usually implies a very deliberate playstyle where every jump is planned well in advance. However, the platforms disrupt this: when a platform moves down, you are in midair and thus cannot move. If you hit the side of a platform you lose all your built-up momentum. By removing your control, the platforms become a frustrating antagonist. Most platformers try to avoid that frustration by giving you much more control over your momentum (and by retaining vertical momentum when hitting walls). However, you could alto try to play into "environment as an enemy" by having your character be stranded in a hostile land, or perhaps using an older or disabled protagonist rather than the traditional young strong character.

kubiczi123 avatar

kubiczi123

Oct. 27, 2013

0
0

Shit, i didnt even know i was moving until i saw the platforms...

epicfail1994 avatar

epicfail1994

Oct. 25, 2013

0
0

Won't let me edit my comment, Kong is being funky :/
I checked and I did not have the barriers that I put on the edge in this version. Thanks to everyone for their feedback!

PancreasMan avatar

PancreasMan

Oct. 25, 2013

0
0

One last thing: if you don't want your platforms to be antagonists, put guardrails at the end of a long run so people don't fly past the edge.

PancreasMan avatar

PancreasMan

Oct. 25, 2013

0
0

Another thing; when I got to the top of the moving platforms, through a series of slow deliberate jumps, I was rather annoyed and restless. Because of that, rather than scouting out my next move, I just ran to the left and jumped as far as I could. As I was flying out into the air, I saw the platform I was supposed to have landed on, and immediately held right to slow myself down. Of course that did nothing, so I kept sailing past it and ended up landing directly on the goal platform instead. That's interesting: after a series of planned jumps, the game rewards taking a leap of faith instead. However, if you don't want luck and risktaking to be a big part of the game, you'll need a camera that anticipates the player's actions. Maybe watch this video on how Mario's camera works : http://www.youtube.com/watch?v=TCIMPYM0AQg

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