Jumps ... again


I was watching a YouTube clip of Flashback the other day, and it dawned on me that vertical jumps in their game simply allows the player to pull up to the next platform vertically. My solution was to pull the player up and to a direction, meaning on reflection that you always had to be travelling horizontally (see the last posted gif). 

Now that’s all fine and dandy, however from a level design perspective it might become a pain. So after some thought I’ve changed the vertical jumps to adopt a purely vertical movement. That threw out a good few days work of when I was working out the movement from before.

All good learnings :D

Walk … Stealth … GIZMOS

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