instead of moving the camera, move the near plane to the point of contact.
that is a brilliant idea! I'll be sure to play around with that once I have the time, thanks! :D
I'm curious to know how you did handles "hang"
well it just so happens I can draw diagrams, dont know if they are much help though:
hopefully you can decipher that, also I left it out but considerations need to be made for which side of the ledge the player is on, the local scale of the ledge and I think there were some rotation problems, but they were solved by measuring distance along the top of the ledge and not down the center of it.
once the player has grabbed of course shimmying along the ledge is simply a case of moving in the direction of the ledge's right by whatever the shimmy speed is.
I'll prolly add to this a bit so there is a check to see if theres a wall beneash the ledge so hyades can push her feet against it and shimmy faster too.
reminds me of the old ps/pc game "dreams to reality" especially the video...
ooh, I checked out a youtube video of that, I'll have to see if I cant get a play in sometime.
I can imagine you don't plan on keeping such an abstract theme forever.
well for the most part I didn't, *but* platforming in this level is much more fun than I thought, and my story allows me alot of licence to make the world how I want. so there will definitley be bits like this :D
The only thing I think should be different is the character's shadow, I think it should be harder.
yeah, that will likely change, even from area to area, and if I can sell enough pre-orders when the time comes to afford uinty pro (i'm prolly dreaming here) I'll have *proper* shadows
aaand because I dont like to make a post without a screenshot, here's a pic of a horrible 'burst wave thing' from doing an air dash that will likely change or get pulled:
I'd post something cooler but I havent added anything since last time since I was making a game for miniLD.
anyhoo, thanks for the comments and pointers guys, you're helping keep my motivation at 200% :D