## Entries

 1,500,000Ludum Dare 25

## How a ladder could work.

Posted by
Saturday, April 26th, 2014 11:42 am

Okay, writing this here to get down some thoughts for later (after a shower), and also in case it might help someone else down the line.

A ladder is a bit more complex a scenario than I originally anticipated. It’s not enough to just say so and so object is ‘nearLadder’ and allow them to float around on the Y axis. There are a few different scenarios that happen when a player gets near a ladder, which all need their own behaviors.

## 1: Player walks next to bottom of ladder

In this most basic scenario, the player could have some kind of variable set that it is over a ladder and can climb. Being able to climb should allow the player to modify their Y location via input. The basic climbing stuff.

For this scenario, some basic climbing animation could play. In my case, I am setting the gravity scale for the player to 0, but that has it’s own issues.

## 3. Player walks next to top of ladder

And here is the issue. If you set the gravity scale to 0 when near a ladder, coming from the top makes the character float! Instead, I think a variable isClimbing could get set if the player presses up or down while over a ladder, otherwise, the player falls as normal.

## 4. Player climbs partially up ladder then jumps

This should set isClimbing to false, and since I’m using grounded checks to allow climbing, ladders should ground the player the whole way.

So a state machine would be something like:

Well that’s a start anyway.

## Day One progress.

Posted by
Saturday, April 26th, 2014 2:24 am

Gonna have to go to bed now. I think things are coming together well. Still need to get that ladder situation settled though :/

## I’m In, plus some art

Posted by
Saturday, April 26th, 2014 12:37 am

Using Unity 4.3, 2D Toolkit, Pixen, and Ableton Live
Here’s a jump blend tree!

And here’s a half-done tileset:

## With 4 hours left, I finally overcome my biggest hurdle. Unity’s Character Motor and double jumping

Posted by
Sunday, August 25th, 2013 2:15 pm

WHOOO!

WHOOOOOOO!

Here’s the new character motor if anyone ever wants it.

Full Disclosure: I had to bork the part that changes the angle of the jump if you jump off an angle ground, but I don’t personally use that much anyways.

http://pastebin.com/t3bvNvNd

## Probably going to have to quit

Posted by
Saturday, August 24th, 2013 8:49 pm

My greatest nemesis has proven impossible to beat again: making a character double jump in Unity while using character controller (not a rigidbody).

I don’t think it makes sense for me to completely rework the game just because I can’t get a feature to work, I guess not having a double jump upgrade is not going to make the game NO FUN, but when you are talking about metroidvanias, it’s kind of a dick move to not have a double jump.

Oh well, maybe I’ll try again in the morning. I’m too aggravated to do any good work.

Posted by
Saturday, August 24th, 2013 1:06 am

## The last change I made was a bit of text at the intro, at 8 on the dot.

Posted by
Sunday, December 16th, 2012 7:10 pm

Now when I export my textures are all messed up :(. Gonna fix that and up.

## For the first time, I feel the pressure mounting

Posted by
Sunday, December 16th, 2012 5:44 pm

I’ve only got 4 things left:

2. Better boss fight song
3. Start and end levels
4. Goat!

woof.

## Finally implemented the game mechanic. All that’s left is polish, bug fixes, and an end boss

Posted by
Sunday, December 16th, 2012 1:19 pm

## Food just arrived. Time to take an hour break

Posted by
Saturday, December 15th, 2012 10:17 pm

My jaw aches. I’m gonna watch some tv and try to think about anything other than games for a bit.

## Some music and sound fx

Posted by
Saturday, December 15th, 2012 7:37 pm

## Lose condition, textures

Posted by
Saturday, December 15th, 2012 5:31 pm

## Points added, guns now properly look at the mouse, and PARTICLES

Posted by
Saturday, December 15th, 2012 3:11 pm

http://dl.dropbox.com/u/96086/ld25/ld25_v_0.0.html

I can never get particles to not look junky

Via this handy little script I sort of figured out:

#pragma strict

function Update () {

var gunPlane : Plane = new Plane(Vector3.up, transform.position);

var hitdist : float = 0.0;

var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

if(gunPlane.Raycast(ray, hitdist))

{

var targetPosition : Vector3 = ray.GetPoint(hitdist);

transform.LookAt(targetPosition);

}

}

## How not to do a screen shake

Posted by
Saturday, December 15th, 2012 1:53 pm

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