Hi guys,
I’m working on adding jumping and platforms, to my top down action game, to give it a sense of depth.
The game will look a bit like 2D Zelda. It's multiplayer - here's a demo: http://www.badmiracle.com/hero/ (player graphics are not my own)
Screenshot Example for Context: https://www.dropbox.com/s/lcfd5mfvdiv2e ... n.png?dl=0
I’m having some trouble getting jumping to work, and I can’t seem to figure it out. I’ve created a “z†axis for depth, and played around with adding a jumping power variable that will increment the players Z with delta time, and another variable for jump height... but it eventually becomes so convoluted that I end up back at square one. It’s a lot more complex then I thought.
I’ve implemented a collision system that R0J0hound created so that I could have some form of depth based collision control. It works quite well for making sure you only collide with objects on the same “z†height as your character.
I have a stripped down capx containing a player that can be controlled and a bunch of stacked boxes. I’m hoping someone can either direct me on how to do it, or create such a system that will explain it.
Capx Example: https://www.dropbox.com/s/pckfuj4ajot1x ... .capx?dl=0
Thanks in advance for any help/advice... (or even words of encouragement at this point) that you can provide!