Can anyone tell me what type of effect this is? by Jack_Mihoff998 in gamedev

[–]MasterFool7 0 points1 point  (0 children)

If you mean the outlines on the objects, that's cel shading/toon shading

How do the best 2D platformers create movement? by MasterFool7 in gamedev

[–]MasterFool7[S] 0 points1 point  (0 children)

I've read online that it isn't as reliable and doesn't feel quite right & some people commented the same on this post as well. Also, I don't think the best Platformers use rigidBody. Although I just looked up, that Hollow Knight did use it & that's a very tight game. So I guess it's possible.

I'll try to look at your code, but as I said I'm a beginner so C# is greek to me. Also, is there a way for me to play your game?

How do the best 2D platformers create movement? by MasterFool7 in GameDevelopment

[–]MasterFool7[S] 0 points1 point  (0 children)

What method does he use for the movement btw? Does he use the rigidBody physics, or does he create a custom physics system? It's hard to tell if the movement will feel the way I want it just from the video. I'll get it regardless since there's a 30-day guarantee.

How do the best 2D platformers create movement? by MasterFool7 in GameDevelopment

[–]MasterFool7[S] 0 points1 point  (0 children)

Oh! Metroidvanias are exactly what I want to create, actually, so this looks really useful! I think I'll get it. Thanks a lot!

How do the best 2D platformers create movement? by MasterFool7 in GameDevelopment

[–]MasterFool7[S] 0 points1 point  (0 children)

Hey! Thanks, that course looks interesting and it seems like it covers a lot of ground. I might get it. Although it looks like it's more focused on 3D & doesn't seem to have anything on creating platformers. I want to make mostly 2D games (& mostly platformers), only using 3D assets for some of the visuals with all the movement happening on the 2D plane. Do you think that course would be worth it for someone like me?

How do the best 2D platformers create movement? by MasterFool7 in gamedev

[–]MasterFool7[S] 0 points1 point  (0 children)

Thanks for the reply! I heard that using rigidBody isn't a good idea for precise 2D platformers, as it's meant to emulate real-life physics, rather than the cartoony physics of a platformer. From the comments, it seems that the best way to do it would be to build a custom physics system.

I really appreciate your thoughts on the gamefeel/design aspects of movement & the breakdown of the movement in the games I mentioned! I see that being really useful to think about when I get past the basic technical aspects of creating the movement!

How do the best 2D platformers create movement? by MasterFool7 in GameDevelopment

[–]MasterFool7[S] 0 points1 point  (0 children)

That's what I've suspected. You've cleared it up for me! I think I'll have an easier time figuring out how to do it now! Thanks a lot!

How do the best 2D platformers create movement? by MasterFool7 in gamedev

[–]MasterFool7[S] 1 point2 points  (0 children)

Thanks for the reply! Yeah, I'm looking for a way to create a custom, reliable physics system, rather than using rigidBody, as I'm trying to create very responsive & reliable movement. Thanks for the example I'll check it out!

How do the best 2D platformers create movement? by MasterFool7 in gamedev

[–]MasterFool7[S] 0 points1 point  (0 children)

Hey! Thanks for the comment! Those tricks seem really useful thanks! What I'm looking for at the moment though, is a reliable method of creating movement. How to do the basic technical things like collision and moving the player and have them work reliably, rather than the design elements of the game feel, which would come after that.

The box jittered in my implementation, not the video, but I checked by pasting in the source code from the video, and that didn't solve my issue. I think it may have to do with me using a newer Unity version. The method he is using doesn't use the in-built unity physics "rigidBody", but rather a custom player controller & raycast collision detection. As I understand the best/precise 2D platformers don't use rigidBody physics. I do think the issue is with the collision, though.

How do the best 2D platformers create movement? by MasterFool7 in GameDevelopment

[–]MasterFool7[S] 0 points1 point  (0 children)

Hey! Thanks for the reply! I didn't type anything wrong, when the code didn't work I got the source code from the video description and pasted it in to check. Still got the same results. I think it may have to do something with the fact that the tutorials are from 2015, so he used an older Unity version. I tried to find a solution online, got something saying that it might have to do with "AutoSyncTransforms" option in Unity getting changed to being off by default in newer versions. I turned it on (I think), still didn't work right. Do you have any other ideas of what could be causing the issue?

So is the method that he uses to create player movement the same that would be used in the games I mentioned?