Joefish wrote: ↑Mon Oct 19, 2020 7:22 pm
And if you can't go down, a 'duck' / 'lie-flat' move to dodge enemy fire would be good.
This was in my original spec, but I couldn't get the graphics to look any good... plus the whole "ran out of memory" thing happened. So yeah, I feel ya!
Some control in the air when jumping would help with the platforming bits, though I get that's not so easy with character movement [...] take a running jump but pull it up short if it looks like you're going to overshoot.
You're 100% correct about character cell movement making it difficult to pull of any kind of inertia without it looking jagged.
I settled with this: You can turn around in mid-air, which stops horizontal movement. You need to do this to get certain pickups safely, in fact.
Does it make you fall forever diagonally if you miss your landing point? Maybe making it just drop straight down after you've covered a certain distance would look more realistic.
Yes. I did try building this in, but there's a few places where you can take a gigantic daring leap from the top and avoid some real hassle... and when I tested it with in these parts, the player just ended up falling short, plunging into lava/spikes/etc and it just felt really annoying, so I took it back out again