Author Topic: More Physic Options!  (Read 1113 times)

CGM

  • Christian, 3D artist, former Platform Builder gamdev
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More Physic Options!
« on: June 18, 2018, 08:15:27 PM »
Here's some physic options that I think would be useful! I do have some other suggestions too.
  • Propel attacks: Propel attacks don't have the option for how long they last! I would set a maximum of 5 seconds on the scale with acceleration!
  • Jumping out of the water: We all get to jump out of water, but we don't get to choose how high we can make our player jump out of it.
  • Pipe physics: Okay. I know these aren't really physics, but it would be cool to control how fast a character can go through pipes.
  • Capture Ability flaws and possible fixes:I haven't shared some custom sprites which are based off of cappy where the character wears a red hat that spins while in motion! The hat won't be in Demo 1 of ASM, but I thought I would try to figure out how to make the capture ability possible. It is, it's just that it isn't very smooth as it is in Super Mario Odyssey. Using Command Prompt timelines makes this possible. The point of this is to allow the character to bounce off of projectiles and to capture enemies. I don't think this would be hard. Would It? There are some flaws with the "capture ability" in PB. For instance, when you capture an enemy your character changes to the enemy from where it stands! Even more then that, you control the capture thing by running a timeline that loops. You have to pause the game and click skip this to go back to the character by using the alternative command thing in case the player decides to skip the timeline. I was hoping that a simple button had to be pushed to skip a timeline. If that were the case, you would click an assigned button (or enter) to simply skip the timeline. That would instantly change the character to default. Another issue is that when you "uncapture" an enemy, the enemy Is supposed to stop for awhile and then return to It's normal movements. It's sortof possible if you use command prompt. But it isn't the same as the real thing. I would make enter an option (from the timeline editor) for skipping timelines. To choose between pausing and pressing enter. Another thing to improve would be to make a command to "stun the enemy" for a certain amount of time. That would be easier. Although I would still be flawed, It would be a good start!
  • Propeller hat based off of New Super Mario Bros Wii: In NSMBW (the game title in the title) a recurring power up is the "Propeller Mushroom". It allows the player to use a propeller to catapult the character into the air and slowly come back down. If you shake the wiimote it slightly delays the fall. I was wondering if this would be possible to do with the physics. To get a better Idea of the gameplay, look for NSMBW tutorial game videos of the first level. I know that some things require re-writing the physics. If this requires this, please write it down as a possible feature in the future along with the pounce attack. I plan to make sprites where the characters wear a propeller hat on top of their heads. I forgot to mention that if in midair, you push down and go down really fast! It's not a ground pound by the way. I just thought of a way to make it easier! I could do this, but every time I jump, I would jump as high as it would take me. So to fix this, we could use the up and jump keys at the same time to tell PB that that means to let the character go as high as possible! This could also be used for the super jump in athletic mode. And we also would need to make it so that if both buttons are pushed together in midair (shift and up button) it would slow down the fall for about 1 and a half second. Tell me if any of these could be in  near future PB releases! Just one of them. Like the one I just mentioned.