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Implementing jumping in a side scrolling fighting action games

by Alexander de Hartdegen · in Torque Game Builder · 01/12/2009 (11:27 pm) · 4 replies

Hi all,
how can i implement the kind of jump in a side scrolling fighting action game, like Little Fighter or Castle Crasher? In a normal platformer game, I only need to worry 2 directions, which are left and right. However, games like little fighter has 8 directions (left, right, up, down, left-up, left-down, right-up and right-down) and different landing points for each direction. How do I actually calculate the landing points?

Any advice would be appreciated.

Thanks

#1
01/12/2009 (11:32 pm)
Just for those who dun know the game I am talking about, here's a screenshot:
i122.photobucket.com/albums/o272/softarchive/img19/37653_s__portable_little_fighter_v_.gif
#2
01/13/2009 (2:36 am)
Hi Alexander, What I did with Bubble Warrior is that I didn't care ahead where the character would land when they jump. I just made sure that when the player presses "jump" a velocity is applied in the y axis, if the play presses left or right while jumping applied a velocity to the x axis depending on the direction. If a collision occur while the player is jump(like jumping to a wall), just damp the velocity in that direction.
#3
01/13/2009 (2:56 am)
Hmm.......
that is what i was thinking about too. but what i cant figure out is when I know my character has landed.
#4
01/13/2009 (4:57 am)
Oh... yeah, If it is a side scrolling iso-metric game what I did is each time the player presses jump, remember what Y value the player takes off from. If the jump was successful (no collision), the player would land when he reaches the Y value he took of from.