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Here’s something that I’ve been considering: (since I’m done with my experimental 2d camera system, 2d physics integration, and seamless map loading system (more on those later, maybe), I’ve started do code the player controls for the 2d game I’m working on)

In a 2d platform game, which feels more natural to you as a player; When, after you jump, you’re still able to change trajectory in midair and float to and fro as you’re falling, or have your momentum carry for the rest of the jump, without any chance of changing direction until your feet hit ground?

Also; when you jump at a wall with speed and continue holding down the direction button, which feels more natural; bouncing back or sticking and sliding down the wall? (Not like Megaman X slide, just sliding down at like 90% of normal gravity speed) Also, this transfers to running on the ground into a wall instead of jumping at a wall as well, bounce back when you hit the wall or just stop and stand there?

Other things that I’ve already decided on in terms of controls, but will enumerate anyway;

  • One of my pet peeves is that in certain 2d platform games, you can sometimes just hold the jump button and the minute the player character touches the ground it jumps again. I have taken measures to make sure this can’t happen.
  • In certain old games, they use if-elseif structure to determine keypresses, but using that structure makes sure that a certain key of that group will have priority. You can check for this in games where if you hold down the keys for 2 opposing directions, and no matter the order in which you press them both down, one direction always overrides the other. I have taken measures to make sure this can’t happen.
  • Being that keyboard and mouse is inferior to good ol’ d-pad for 2d platformers, I’m trying to make one that just wouldn’t be able to play well without kb+m, the camera system I hope will exemplify this ideology.

I might perhaps do an update in the future on the work I’ve done in the other areas of the game such as map system, camera system, etc. and how I’m trying to innovate in those areas.

Once I get closer to a playable build then I might do an official preview of the project (tentatively titled “Silhouette”) and actually talk about the concept, look, and gameplay.

Also, hit me up if you’re able to do vector art or totally awesome digital painting and willing to collaborate.


FEIST from Miguel on Vimeo.

I don’t know much about Feist but I absolutely love that art style. If I were to make a pseudo 2d game, it would look something like this.