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Thread: Gravity in sidescrolling areas

  1. #1
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    ZC Developer

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    Gravity in sidescrolling areas

    If the developers ever make an OSX beta 13 (grumble, grumble), I know this'll be the first thing I try to implement. But until then, maybe someone else wants a crack at it?

    Here's what to do first:

    * "Open air" combos are fully walkable, unlike in traditional methods.
    * When Link is on an "open air" combo, his Y value is incremented by a certain amount (gradually increasing as he falls)
    *...unless Link is just above an unwalkable combo, or a "ladder" combo.
    * Pressing Up will change Link's direction but won't make him walk upward.
    *...unless Link is on a "ladder" combo.

  2. #2
    Gibdo redmage777's Avatar
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    Re: Gravity in sidescrolling areas

    Ladder combos should also have the effect of locking Link's facing direction to up once he starts to climb. This would result in a more realistic decent animation.
    Tile Contest #14 Winner

  3. #3
    Lynel
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    Re: Gravity in sidescrolling areas

    Erm, is there a way to determine what specific type of combo is next to/under Link at the moment, _L_? If so, it seems like it shouldn't be that hard to make LA type sidescrolling areas.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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