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Getting over it game controls suck
Getting over it game controls suck













I realize that this is all incredibly hard to describe over text, especially in a WALL of text format. This spear-head "sticking-into-things" can then be used for things such as sticking the spear-tip into a ceiling, where the player can hang down and swing left/right, or sticking into enemies. Currently, the player stays still in mid-air regardless of the angle of the spear. However, if the very tip of the spear has collided with the surface, the player should "stick" into the ground and should not tip left or right (visualize a triangular spear tip instead of a Unity cube). In this example, if the player is balancing on the end of the spear, I want them to slowly tip left or right and fall. ​Once again, all behavior similar to the sledgehammer in Getting Over It so far.īeyond this behavior, I want to be able to know if the tip of the spear has collided as opposed to the side to produce different effects: Ideally, the spear would "drag" across the surface of the ground as the player moves left and right and remains grounded to the floor. In the second photo, the spear is keeping the player above the surface.

Getting over it game controls suck full#

Ideally, I would want the spear head to collide with the bottom of the platform and stay in place, but still allowing the player to jump to full height while the spear rotates with the player (assuming the only input is jump straight up). If I jump, the player will (currently) get stuck and won't move due to both collisions. In the first photo, the player is simultaneously colliding with the top and bottom of two different platforms. Furthermore, the same behavior should be true for the opposite (colliding with the bottom of surface or top of a surface you are already on) This is similar control to Getting Over It. So, for example, in the second image, the player would be hanging underneath the platform while still being held by the spear on the top side of the platform. Instead, I want the player to still be affected by gravity even if the spear is collided with a surface. Since I'm using a Rigidbody2D, and since the spear and the tip are children of the Player prefab, I believe the spear tip is being controlled by Rigidbody2D collision physics and the player is just stopping as if its feet had collided with the ground. There is no movement in these two photos: When the spear tip (the small dark grey box) collides with a surface, the player stops moving and becomes frozen like that in mid-air. So far, I've managed to get a basic 2D controller working with horizontal movement, sprinting, and jumping, as well as a spear that follows the cursor and rotates around the player. (Please note: I'm a bit of beginner when it comes to creating games within Unity, as in I find it difficult to implement mechanics without having a jumping-off board but I have many years of experience with C# and coding in general and can take off if given direction)​_













Getting over it game controls suck