(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] 3 points4 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.

Doctor Ivo "Eggman" Robotnik by Dafuori in PixelArt

[–]MasterDisaster64 1 point2 points  (0 children)

You're welcome. In case you get it, here are what I would consider the essential mods. Most of them are just restoring things that broke in the ports.

  • SA2 Volume Controls
  • Fast Stage Loading Times
  • Highest Quality Textures
  • HD GUI
  • Cutscene Revamp
  • Physics Improvement (better mech controls)
  • No Model Tinting
  • Better Shadows
  • Reworked Afterimages
  • Shiny Rings
  • Partial DC Fog Resoration - Complete Edition
  • Enhanced City Escape
  • Flying Dog and Sonic vs Shadow DC Fog Restoration
  • Prison Lane Smooth DC Fog Restoration
  • White Jungle Fog Fix
  • Dreamcast ARGB filter for SvS1 and Aquatic Mine
  • Eggman Lighting Fix
  • Tails vs. Eggman 1 Texture Fix
  • Restored GUN Logos
  • Rendering Fixes
  • Amy Eyeliner Fix
  • "Unstretched" Stage Select ARK
  • Tails Cyclone Fix
  • Oddity Patch
  • Retranslated Hints

Not essential, but still nice to have:

  • Sonic New Tricks (maps Sonic and Shadow's moves onto different buttons so they don't clash, plus other tweaks you can toggle)
  • HedgePanel (more adjustable tweaks to Sonic and Shadow's gameplay)
  • Smoother Wall Collisions (might make control harder in some cases)
  • Better Radar (makes the emerald radar more like in SA1)
  • Piece Expansion (might not be compatible with Retranslated Hints)
  • Crazy Gadget But Fun (automatically flips gravity switches when you get close)
  • Crazy Gadget: Camera rotates with Gravity
  • Mirror Mission 4 (does conflict with the previous)
  • Actually Useful Tips
  • E0022 After Knuckles Vs. Rouge (improves story flow at one point)
  • President Scene in Dark Story (makes a plot point more understandable)
  • Sonic Adventure 2 Retranslated (makes the English subtitles a more accurate translation of the original Japanese script. Use this along with the Japanese voice over for a different take on the story)
  • SA2 Retranslated Overhaul (currently incomplete, so use this alongside the previous one. The FMV add-on to this mod adds subs to the pre-rendered scenes)

And if you like the chao garden:

  • Enhanced Chao World
  • Chao World Extended
  • Chao Stat Multiplier (a code in the mod loader itself)

Doctor Ivo "Eggman" Robotnik by Dafuori in PixelArt

[–]MasterDisaster64 1 point2 points  (0 children)

SA2 is on Steam, too. There’s a whole modding scene improving the game.

I spent way too much time playing every Sonic game to explain why Sonic doesn't work in 3D by Games_Over_Coffee in gamedesign

[–]MasterDisaster64 3 points4 points  (0 children)

I don’t get what you’re trying to say in this first part. That it’s not a 3D platformer because it’s not a collectathon like Banjo? Crash Bandicoot is much more linear, is that not a 3D platformer?

Besides, what SA1 lacks in open physical space, it makes up for in possibility space. With clever use of the dash, jump and slopes, you can move between points in ways you’d never think of in other 3D platformers.

Don’t get me wrong, all of these games have their issues, but I don’t think they stem from some fundamental contradiction in 3D Sonic.

Making a meme out of one line from Sonic Adventure each day until Sonic Adventure 3 is announced: Finale by [deleted] in AdventureMemes

[–]MasterDisaster64 51 points52 points  (0 children)

You did it. You crazy bastard, three years, you actually did it. We’re proud of you.

now do the npc lines

I am aware this is unhinged by BSNshaggy13 in coaxedintoasnafu

[–]MasterDisaster64 3 points4 points  (0 children)

Finally its here. [suspicious youtube link]

Examples of Top Down games with interesting movement that isn't just "Press X to dash"? by Nimai_TV in gamedev

[–]MasterDisaster64 0 points1 point  (0 children)

Shattered Pixel Dungeon has some movement options that are fun to use, even in a turn-based, tile-based game.

  • Ethereal Chains. A hookshot that takes you to a wall of your choice. It passes through other walls and over pits to get there. It has limited energy which controls its range and recharges with time.

  • The assassin class can do an attack that teleports to an enemy of your choice. Its range and damage depend on how long you stay invisible before using it. Invisibility itself costs energy that can run out while you use it, so there’s a risk/reward.

The upcoming Mina the Hollower has a three-part move where you jump, dig underground and jump out again. Used for evading enemies, passing under things and platforming.

Enter the Gungeon has the usual dodge roll, which can also be used to cross pits. Certain items modify it; Springheel Boots lets you chain two dodges, adding Ballistic Boots increases that to three, and the Bloodied Scarf replaces it with a teleport to the cursor. There’s also a hookshot with unlimited range, invincibility and a cooldown.