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TIGSource ForumsDeveloperDesignDesigning the perfect bouncy block
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Author Topic: Designing the perfect bouncy block  (Read 965 times)
Miziziziz
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« on: February 12, 2015, 01:51:08 PM »

So, I'm working on a platformer-esque game and I'm thinking about adding bouncy blocks. It's a more complicated design decision than I initially thought: Do I make so you bounce up the exact same height as you fell from? more? less? Or maybe multiple bounces increases height?

What's the professional standard for bouncy blocks?
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Shmegleskimo
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« Reply #1 on: February 12, 2015, 02:19:24 PM »

It really depends on the game and its way of play. You could have it bounce higher the more you hold down the jump button and position the blocks under spike traps as a sort of trap/puzzle for example.
So to give a better opinion on what's best, flesh out the physics and design you want for the game and we can help you out better.
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ThemsAllTook
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« Reply #2 on: February 12, 2015, 02:20:51 PM »

The answer depends on what purpose you want them to serve from a level design perspective. Are they there to act as a cushion, or to allow the player to reach higher areas, or to make it harder for them to move, or to bounce them into obstacles, or...?

The last platform game I wrote with bouncy blocks had them fling you into the air at a fixed height on any collision with the top side. You'd go up the same height if you walked directly onto one as you would if you fell onto it from the top of the map. It fit the bill OK for the way I wanted the levels to work, but other options might be better for different designs.
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Miziziziz
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« Reply #3 on: February 12, 2015, 03:13:45 PM »

thanks for the responses! good points; feels kind of obvious now that you spelled it out  Smiley
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baconman
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« Reply #4 on: February 15, 2015, 12:00:16 PM »

[yspeed -= yspeed], that's how.
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Torchkas
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« Reply #5 on: February 15, 2015, 02:18:57 PM »

I still think Super Mario World has the best feeling spring mechanics. The problem with them is that it's very hard to time them properly. You'll probably have to sacrifice either gamefeel or accuracy depending on the type of game you're making.
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agersant
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« Reply #6 on: February 16, 2015, 06:14:21 PM »

[yspeed -= yspeed], that's how.

That looks more like a magnet than a bouncy block.
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oahda
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« Reply #7 on: February 17, 2015, 11:02:57 AM »

[yspeed -= yspeed], that's how.

That looks more like a magnet than a bouncy block.
prolly meant [yspeed = -yspeed]
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