What makes a good 2D platformer?
Make important information easy to see Platforms that the character can walk on must stand out from scenery in the background. Collectable items must be easy to recognise. One glance at the HUD should give you all the information you need. An easily readable font is a necessity.
How do you make platforming fun?
13 More Tips for Making a Fun Platformer
- Keep the camera simple.
- Allow the player to move in the air when jumping.
- Make it easy to climb ladders.
- Make it easy to climb vines on the side of a wall.
- Make it easy to swing on ropes.
- Let the player double jump whenever.
- Avoid using inertia.
- Make moving platforms friendly.
Should I use rigid body or character controller?
Basically, Rigidbodies deal with physics and the Character Controller (as far as i know), does not. So if you want to deal with irregular slopes and pathing, using physics to push rigidbodies is best. If everything was perfectly flat with no slopes, a character controller would be fine.
What makes a good 2d platformer?
How many levels should a platformer have?
For me, if the platformer game is fun, I’d say 20 levels, is a good amount. Or if you want to go a bit higher, probably about 40 levels at least.
What makes a good platform?
A good platform enables innovation and collaboration between all stakeholders. A good platform creates a level-playing field for everyone and improves accessibility. A good platform enables self-service to empower users to own the tasks they want to accomplish.
Does a character controller have a collider?
The Character Controller Its function is to move the player according to the environment (the colliders). It doesn’t respond nor uses physics in any way. On top of that, the Character Controller comes with a Capsule Collider.
What is a platformer game?
Platformers are perhaps one of the most successful genres of game in existence, and certainly one of the most iconic. Arguably the most important mechanic of a platformer is the jumping.
How do you handle player jumping in a 2D game?
I have a very simple 2D game, similar to old-school Mario or Metroid. I’m having a lot of trouble figuring out the proper way to handle player jumping. I’ve tried several different methods. The first method being that as soon as the player presses the space bar, his position on the Y-Axis is automatically updated so that he is now 50 pixels higher.
How do you set jumpstrength?
The first if statement should be fairly obvious- if the player presses spacebar, and if they are on the ground, set the jumpStrength variable to 24. Next, we subtract jumpStrength from the player’s y-position every frame. We also decrease the jumpStrength by the player’s weight.
How does the Y-axis work with jumping?
Instead of waiting for player input, the Y-Axis is constantly being added, but when the player isn’t jumping, the yVelocity = 0. When input does come in, an amount is added yVelocity and the player jumps up. I didn’t expect this to work, obviously, but it looked better. So how do you apply jumping correctly?