Just started programming on my next game dev project. Right now, I only have movement and the gravity flipping mechanic implemented, but more is to come!

You've probably noticed in the previous video that the player would make a "bump" before landing on the platform. I fixed it.

@xianc78 >scrolls when player is at last third of screen so they can never predict what's coming

are you trying to make a eurojank platformer

are you european
@xianc78 ANSWER THE QUESTION, EUROPEAN

also no, it's not scrolling BEFORE the character hits the middle of the screen

@All_bonesJones Not European and wasn't trying to make a eurojank platformer.

@xianc78 use mario's default position as a reference. the camera target is always 1 block ahead of where he's moving so the player can see more

sorry this is something that drives me up a fucking wall about platformers
@xianc78 i used to play a LOT of indie platformers, cameras that take too long to scroll instantly can drop a 10/10 to a 2/10, and also it takes like 5 minutes to fix if someone points it out
@xianc78 also, similar to the concept of "headspace" in film direction, how far from the player's back the camera border is sets a lot about the tone of the game. if it's distant, like in mario, it creates a sense of openness and freedom to explore. if it's extremely close to their back, like what super metroid does, it creates a sense of paranoia and claustrophobia. you're never fully aware of what's happening behind, and you get paranoid about it.

make the decision based around what you feel most closely matches the tone of your game but for the love of god never let the player's front get past the midpoint of the screen unless they're coming up on a level boundary or wall that they're not supposed to see or move past
@All_bonesJones @xianc78 it's kinda weird because cave story was where I first noticed games doing that because the camera and the floaty controls in that game just felt really nice, and also because I think it kept the player in the left third of the screen rather than just half, and it would smoothly move the camera when you turned around
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