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May 23, 2013, 06:40:17 PM
TIGSource ForumsDeveloperCreativeDesignLet's talk platformer physics.
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Author Topic: Let's talk platformer physics.  (Read 7802 times)
Laremere
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« Reply #15 on: March 30, 2010, 08:05:52 PM »

You have kinda taken my quote out of context.  I was saying I had yet seen a system implement a jump system where you could specify the initial amount with a single input, and instead the common solution (because it works and works well, really) is to hold the button for longer jumps, or not hold it for shorter jumps.
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« Reply #16 on: March 31, 2010, 10:03:37 AM »

Perhaps a slight biological approach could help us here. Executing jumps in real life involves complex subconscious calculations of our motor cortex. This is dependent on our spatial awareness and a host of other factors (things like deep proprioceptor sensibility and vestibular centres come to mind, but I'll avoid getting technical).  So running and jumping in reality is aided by multiple complex calculations based on intricate inputs of sensors positioned throughout your body which have evolved over millions of years to precisely that purpose.

In a simple game these feedback signals simply cannot be fed to the player in any reasonable manner. All you have to work with in those is visual feedback. Your vestibular cortex still knows you are sitting in a chair, you can only judge distances and speeds by visual cues. This is why people hate jumping puzzles in 3D FPS games - accurate judgement parallel to our real-world capabilities is impossible to achieve.

Platformers and platformer jumps are completely different in that respect. Side-view as opposed to a first-person view throws any vestibular confusion out the window. We are no longer trying to use our spatial awareness to navigate a quasi-3d space, we are observing a protagonist of a 2d world and we aid him in applying a few fairly simple 2d formulae regarding acceleration and thrust. We've learned these equations at a very young age, they have been repeated in platformers since and are thus very intuitive to us, even though they are not realistic.

For the record, I still think that it is possible to make a game where "realistic" jump physics such as determining the jump beforehand and no mid-air manoeuvrability can be a strong selling point instead of a weakness. You just have to be careful to avoid labelling the game as a "platformer" because then that creates a set of expectations in the target population (or indeed might miss your target population altogether). But if you wish to do so, i.e. if you wish to give the character a precontrolled jump with no mid air direction/duration changes, at least make sure you stay true to the "real" model and have some feedback at the time the jump is executed by the player as to where the character will land, because your character (in a world with realistic physics) would just know it intuitively.
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« Reply #17 on: March 31, 2010, 10:09:54 AM »

I think Prinny:Can I really be the hero is kind of working this way: Once you have jumped you can't change your direction or anything.
I hated this  Apoplectic
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« Reply #18 on: March 31, 2010, 12:39:33 PM »

A study in expectations:



In Super Metroid, the fastest way to fall is to Speed Boost downhill.  Cheesy

SONIC!

Sorry have to mention sonic in a platformer discussion
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« Reply #19 on: April 01, 2010, 04:50:50 AM »

Sonic was cool though in the sense that running up certain types of ramps would send you flying. And also that 2.5D loop de loop. God that impressed the hell out of me.
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« Reply #20 on: April 01, 2010, 07:56:17 PM »

In regards to your coupling of realistic (jumping) physics with realistic gameplay, maybe we should take a step back and ask ourselves why there's jumping in the first place, and what problem it solves that can't be solved by other means.

No, bear with me for a moment. In the real world, for example, jumping is nigh useless. Sure, you can cross small gaps, but there's few other functional uses for jumping that are exclusively solved by jumping. Think about it. When you want to get up to the roof of your house (a mere 1.5 body heights off the ground for most people), you get a ladder. If you need to scale a large gap, you don't just tiptoe to having one foot off the edge and cross it Megaman style, with arms splayed out and mouth open (though it is fun to jump like that). No, you either find a way around it, try to bridge the gap, or call Rush Jet, depending on the situation.

To me, the reason for the physics-bending jump is because that is pretty much the only way to make jumping an entertaining core mechanic for a game (though I'm probably wrong, feel free to prove it). Same with the lack of momentum. It's more difficult for the player to feel like they are truly controlling the player when said player is sliding all around and conforming to those silly Newton laws.
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« Reply #21 on: April 01, 2010, 08:34:22 PM »

In top view 2D games, you have two axes of free movement: north-south and east-west. Having two axes, as opposed to one axis, gives the player an opportunity to explore instead of moving in a straight line.

A side view 2D game, however, eliminates one of those axes. If nothing is done to compensate, you'll end up with a linear path and no opportunity to make interesting navigational decisions. One way to solve this problem is to give the player the power to fly freely, but that's pretty much the same as making a top view game. A second way is junctions, such as doors or warp points, that transport the player to another zone, linking zones together in a graph. However, graphs don't necessarily have any spacial representation, so it is difficult for the player to make educated decisions about how to navigate besides trial-and-error.

A third way to enable exploration, and my favorite, is to give the player constrained abilities to navigate the vertical axis, such as:
-elevators
-ladders
-early-castlevania-style stairs
-jumping, double jumping
-grappling hook

I love these constrained abilities because they make navigation more complicated. I am not a casual gamer, so I welcome anything that makes the task of navigation nontrivial.

Of these abilities, jumping is the most flexible. You don't need some plot backstory to explain why the player can jump at any point in the game. This is why most side-view 2D games have jumping.
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Chris Whitman
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« Reply #22 on: April 01, 2010, 09:32:29 PM »

To me, the reason for the physics-bending jump is because that is pretty much the only way to make jumping an entertaining core mechanic for a game (though I'm probably wrong, feel free to prove it). Same with the lack of momentum.

Prince of motherfucking Persia?
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« Reply #23 on: April 01, 2010, 09:34:16 PM »

All right, or Flashback or Abe's Oddyssey or any of the other games using that movement style. Also, for all the controller throwing, the old Castlevania jump lent the games some serious tension.
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« Reply #24 on: April 01, 2010, 11:04:21 PM »


lode runner   Well, hello there!
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« Reply #25 on: April 05, 2010, 05:08:16 PM »

Running often has little to no momentum behind it.  Running full speed into a wall stops you rather than injures you.

If you run full speed into a wall in Bubsy: Claws Encounters of the Furred Kind, you go splat.  However it's a cartoon splat, so you can get up and dust yourself off in a second.
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« Reply #26 on: April 06, 2010, 08:50:47 AM »

You have kinda taken my quote out of context.  I was saying I had yet seen a system implement a jump system where you could specify the initial amount with a single input, and instead the common solution (because it works and works well, really) is to hold the button for longer jumps, or not hold it for shorter jumps.

I think the NES jump is probably the only way to achieve this without having more than one button for jumping, which albeit could be kinda interesting (Button 1: Short jump, Button 2: Medium Jump, Button 3; High jump. XD )

The way I see it, pressing and holding the jump button counts as one input, although a prolonged one. Unless you can specify what you mean by "specify the initial amount with a single input" I don't think it's out of context.
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« Reply #27 on: April 11, 2010, 12:29:16 PM »

A one-command option, though similar, wouldn't be too hard to accomplish. Just "charge" a jump, ala Mega Buster, then release it for a jump with appropriate height/momentum. At first, proper timing/planning would be a pain in the ass for players to execute, but once mastered (along with fitting level/obstacle design) would also lead to insane TAS-looking playthroughs, too. Only catch there, is making controls friendly enough so that if you have to pull of something else, you can... and if it gets overcharged and under death spikes (or some similar height-sensitive obstacle/setback), you have a way of "abandoning" that jump as well, and starting it over without being penalized for it. In fact, you could even have it auto-align with tiles or half-tiles before takeoff - many real people have that kind of actual definitive control of their feet/pacing.

As for double-jumping... somersaulting isn't all that different from it. People CAN shift their weight/momentum in mid-air, for real. It's how lots of stunts and skater tricks work, in fact. It's just not to the grossly exaggerated level that platformers take it to. Real degrees of it along with a "tiled" approach to landscaping, would make them practically worthless, anyways.

But tripping should be a real part of games like these. Just not an overused one... mostly a "watch where you're dashing/charging your jumps" kind of thing, if that.
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« Reply #28 on: May 31, 2010, 05:10:11 PM »

There are games with charge-jumps like that; the physics game Dominoes was one example. They specifically removed it for the sequel. That should show you how it impacted the gameplay, but if it doesn't, I can corroborate: it is very irritating. If you are on a collapsing tower of blocks, you want to be able to jump across to the next one, now.

And I think there was a Flash game somewhere where the entire point was to time the beginning of your charge-jumps right (while the player kept running the whole time, Canabalt-style). That was the only challenge in the entire game, and it was still very difficult. Now imagine charge-jumping while under sniper fire.

Charge-jumping doesn't work. Adjusting the jump height after the jump begins (by holding down the jump key for longer) is very playable, and having several buttons for jumping is too (Worms makes it work; you also backflip if you double-tap Jump, but that's best for turn-based games), but it has to be possible to instantly make a large jump if it is at all possible that an enemy will catch you by surprise.


(On reflection, it might work in a turn-based game, or in a platformer with no moving enemies like Super Meat Boy.)
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« Reply #29 on: June 01, 2010, 04:11:45 AM »

To me, the reason for the physics-bending jump is because that is pretty much the only way to make jumping an entertaining core mechanic for a game

I think it is also because extreme jumping with mid-jump control is a good compromise between catering to one of man's oldest dreams--to be able to fly!--while still preserving a modicum of "realism" and while not breaking the game mechanics as true flight would.

To me, the reason for the physics-bending jump is because that is pretty much the only way to make jumping an entertaining core mechanic for a game (though I'm probably wrong, feel free to prove it). Same with the lack of momentum.
Prince of motherfucking Persia?

Are we talking about the original PoP? If so, yeah. In the newer games jumping is still more "realistic" but we have a freedom of gravity-defying wall running and super-athletic fatigue-defying environmental interaction that might as well be flight, so it is still basically an adaptation of the same arcade physics as above.
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