Iâ€™m working on adding jumping and platforms, to my top down action game, to give it a sense of depth.
The game will look a bit like 2D Zelda. It's multiplayer - here's a demo: http://www.badmiracle.com/hero/ (player graphics are not my own)
Screenshot Example for Context: https://www.dropbox.com/s/lcfd5mfvdiv2e ... n.png?dl=0
Iâ€™m having some trouble getting jumping to work, and I canâ€™t seem to figure it out. Iâ€™ve created a â€œzâ€ axis for depth, and played around with adding a jumping power variable that will increment the players Z with delta time, and another variable for jump height... but it eventually becomes so convoluted that I end up back at square one. Itâ€™s a lot more complex then I thought.
Iâ€™ve implemented a collision system that R0J0hound created so that I could have some form of depth based collision control. It works quite well for making sure you only collide with objects on the same â€œzâ€ height as your character.
I have a stripped down capx containing a player that can be controlled and a bunch of stacked boxes. Iâ€™m hoping someone can either direct me on how to do it, or create such a system that will explain it.
Capx Example: https://www.dropbox.com/s/pckfuj4ajot1x ... .capx?dl=0
Thanks in advance for any help/advice... (or even words of encouragement at this point) that you can provide!