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jonathanluitjens

Platformer Progress - Dive Continuation, Horizontal Motion and On-Ground Seizing of Dive animation.

Hello once again, new week means new developments, and while mine's not the biggest necessarily, it is something worth keeping in note.


I've been working on fixing up Moof's overall coding for a bit recently, even more recently has been specifically onto the matters of his dive, where prior posts was the setup for the dive in one method, being called Dive A for testing purposes for now, there was one piece of the overall dive mechanic that's been needing work,

The horizontal movement itself.


The main problem was the original dive did essentially only half of the job, it would make a good start of the dive's forward push motion, but if you're not touching any movement keys it would drop you like a rock.

This is something I'm attempting to work around by checking actions set with eachother, and see which combinations have synergy to make a proper dive start, while also maintaining the force behind it.


I have the continuous motion in a trial run right now, lacking the initial push but it keeps the motion forward, so I now have the latter half of the dive, before the former half.

I even made sure the dive state stopped when touching the ground properly, allowing for another jump and dive to be done after the dive prior has ended, it just needs the starting push to be implemented.


The goal will be refining the starting push a bit, making the continued motion afterwards shown above feel good and balanced, as well as apply the specific on-key dive functions in a way that can be used between the two methods having been shown in the past via concept sketches pre-implementation refinement.


Pieces done separately, but now's about actually piecing them together and hoping it goes smoothly enough.


I'll have to show more when they're actually being placed together and being worked on however, so for now at least, that will have to be all from me for now.

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