Hello Guest

Author Topic: WIP: Platformer (iOS)  (Read 13033 times)

Dipso

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 21
    • View Profile
    • Pure Fun Games
WIP: Platformer (iOS)
« on: January 03, 2013, 10:28:54 am »

Hi

I'm working on a platformer for iOS, which will hopefully be released by the end of 2013.

It's made in Unity and 2D Toolkit.

Here's a video of the prototype, using placeholder graphics (select the HD setting for best quality):

[youtube]http://www.youtube.com/watch?v=1wshm8BvlGU[/youtube]

http://www.diorgo.com/
Pure Fun Soccer brings arcade action to your iPhone, iPad and iPod touch.
Try out the free Lite version: https://itunes.apple.com/us/app/pure-fun-soccer-lite/id533048090?mt=8
Blog / Portfolio: http://www.diorgo.com/

Dipso

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 21
    • View Profile
    • Pure Fun Games
Re: WIP: Platformer (iOS)
« Reply #1 on: January 07, 2013, 11:49:08 pm »
Here's another video of the platformer I'm working on. It shows the player attacking enemies.

[youtube]http://www.youtube.com/watch?v=X-ryb55ykgs[/youtube]
Pure Fun Soccer brings arcade action to your iPhone, iPad and iPod touch.
Try out the free Lite version: https://itunes.apple.com/us/app/pure-fun-soccer-lite/id533048090?mt=8
Blog / Portfolio: http://www.diorgo.com/

juts

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 6
    • View Profile
Re: WIP: Platformer (iOS)
« Reply #2 on: April 27, 2013, 02:04:36 am »
Are you also using the 2D platform controller from the asset store? (https://www.assetstore.unity3d.com/#/content/7381) ?

Looking for advice to get controls that are that tight. Yours look really good

Dipso

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 21
    • View Profile
    • Pure Fun Games
Re: WIP: Platformer (iOS)
« Reply #3 on: April 27, 2013, 10:35:36 am »
Thanks for the feedback.

The game uses it's own custom controls, which is a dpad, but slightly different from the usual dpads.

Here's how I got it so responsive:

1) The player can touch and drag anywhere on the left half of the screen to move.
(Game will have an optional left-handed mode for people who prefer the right half of the screen for movement.)

2) Do not use a dpad image, because the player does not need to see the dpad.
It also makes the movement feel less restrictive.

3) The dpad moves with the player's finger.
So if his finger moves further than a max radius then the dpad's centre follows the finger.
This makes it easy to quickly move in the opposite direction, because the player does not need to move his finger far.

4) Use absolute values (i.e. -1, 0 and 1).
The dpad has a small deadzone, in which the value is zero.
When the finger leaves the deadzone then the value is either -1 or 1.
This makes the game responsive and gives instant feedback to the player.


In addition, the character's movement has some "automatic" features.
Some are in this article I wrote, such as the ladder tip:
http://devmag.org.za/2012/07/19/13-more-tips-for-making-a-fun-platformer/

I used a similar system in the following 2 games:
https://itunes.apple.com/ca/app/bounty-arms/id592322930?mt=8
https://itunes.apple.com/us/app/pure-fun-soccer-lite/id533048090?mt=8


Pure Fun Soccer brings arcade action to your iPhone, iPad and iPod touch.
Try out the free Lite version: https://itunes.apple.com/us/app/pure-fun-soccer-lite/id533048090?mt=8
Blog / Portfolio: http://www.diorgo.com/