I'm a french game developer, working at Ubisoft on AAA and casual games like Red Steel 2, Ghost Recon and Rabbids series, as a game and level designer.
I'm also a graphic designer, musician and hobbyist coder, working on personnal indie game projects.
Visit my website for more informations about my work : http://yoannpignole.fr
Your platformer controls seem to have a lack of reactivity ? You feel like you're moving a concrete-made character or a feather on the Moon ? I hope this list of possible reasons will help you to find why !
Let's go for a second episode of the "hobbyist coder", where I want to share one of my approach of coding by visual flowchart representations.
This is my first post-mortem of a series about how a designer think about code. I decided to start with a custom controller for a 2D classic platformer game, in Unity.
[Blog - 02/14/2014 - 12:17]
That 's true I just ...
That 's true I just didn 't make the link with your avatar and the mention of the original author in the introduction :
[Blog - 01/03/2014 - 09:25]
I never had issues mixing ...
I never had issues mixing the analog jump system and the tolerance-for-close-to-ground-jumps : if the player press the jump button in the tolerance zone, the jump call is just registered and the jump will be performed as soon as the character touch the ground. Then, if the player still hold ...
[Blog - 11/06/2013 - 09:00]
Thanks a lot, I 'm ...
Thanks a lot, I 'm glad you liked this article. Playmaker and others visual scripting tools are really a very good way to approach code.
[News - 10/16/2013 - 04:03]
[Blog - 10/10/2013 - 09:00]
No, I 'm not using ...
No, I 'm not using a rigidbody. To be honest, the reason is I never give attention to them, how they work and when to use them... Rigidbodies are entities affected by the unity physics engine, right Is it needed to move them adding physics forces , as I never ...