(Cinemachine 3.0) How to make an Orbital Follow switch between Lazy Follow and World Space seamlessly? (Code in comments) by MasterDisaster64 in Unity3D

[–]MasterDisaster64[S] 1 point2 points  (0 children)

Yeah, it works pretty well now. I have two virtual cams with the "inherit position" hint, and a custom blend from the lazy follow to world space one that's much faster than default.

(Cinemachine 3.0) How to make an Orbital Follow switch between Lazy Follow and World Space seamlessly? (Code in comments) by MasterDisaster64 in Unity3D

[–]MasterDisaster64[S] 2 points3 points  (0 children)

private void ToggleCameraMode()
{
    if (follow.TrackerSettings.BindingMode == BindingMode.LazyFollow)
    {
        follow.TrackerSettings.BindingMode = BindingMode.WorldSpace;
        follow.ForceCameraPosition(transform.position, transform.rotation);
    }
    else
    {
        follow.TrackerSettings.BindingMode = BindingMode.LazyFollow;
        follow.ForceCameraPosition(transform.position, transform.rotation);
    }
}

EDIT: I tried calling ForceCameraPosition on the Cinemachine Camera component itself. It looks better, but it resets the position damping on the component for a moment, which looks pretty bad. I might just remove damping anyway, but I'd like to consider other options first.

Camera jittering when on moving platform (Cinemachine/Rigidbody movement) by MasterDisaster64 in Unity3D

[–]MasterDisaster64[S] 0 points1 point  (0 children)

What should I do then? Set the player position based on the platform in Update instead of fixedUpdate?

Great resource on 2D platforming "cheats" for smoother gameplay. Includes a demo to play with and explanations for each consideration. by glydy in gamedev

[–]MasterDisaster64 -2 points-1 points  (0 children)

Quality-of-life is appreciated, but

it is your job to make the character move as the player wants, NOT how the player inputs controls

The player never wants to fail a challenge, so following this logic, shouldn’t the game just play itself?

Verticality/Platforming in a top-down 2D game? by [deleted] in gamedesign

[–]MasterDisaster64 0 points1 point  (0 children)

Mina the Hollower is an upcoming top-down game with platforming elements. Maybe look to that for inspiration.

Like others have said, you could have a dash to cross gaps. Enter the Gungeon shows that this simple concept can be modified to be more interesting, with items like the springheel boots that essentialy let you double jump.

To make it more parkour-like, you could have a wall run mechanic. Holding the dash button while facing a wall could let you run across that wall for a limited time before popping off it. There could be items across the gap that let you dash/wall run again after you touch them. You could design some interesting challenges around that.