Posts Tagged ‘character controller’

Unity 2D Platformer Controller Free on Github

Posted by (twitter: @cjkimberlin)
Wednesday, April 15th, 2015 10:58 am

Hey everyone!

I wanted to share the 2D Platformer Controller  I’ve been building up for awhile now. It’s a Unity3D package that you can drop in your scene to get immediate tweakable platforming mechanics for a player. It’s completely within the rules of Ludumdare and now you can spend your time implementing other mechanics instead of creating all the movement and jumping mechanics for the player.

Unity 2D Platformer Controller

The package allows your standard movement, jumping, air jumps, wall jumps, corner grabs, corner jumps, wall slides, and dashes. Every one of these features can be turned off or modified in the editor.

It’s open source and completely free. Why reinvent the wheel? Especially when you only have 48/72 hours!


Your vote is in…

Posted by (twitter: @Local_Minimum)
Thursday, December 19th, 2013 5:14 pm

This was the second time for me at giving out a game.

Both times, I’m gathering people have enjoyed the games but found the character controllers funky. To this I agree.
This time around there were so many other things needing my attention that the controller had to be good enough as it was. Still not happy with it. Especially since I think we made a really quite interesting experience otherwise.

The two games are quite different, but I can’t help feeling like there’s something general I’m not seeing.

First was a 3D platformer from first person perspective Run with the Revolution and this Ludum we made a 2D platform puzzler:

The main character.

The Turmeric Jam Jar’s No-Name Game.

In the latter, I opted for linecasting from the character’s center to three points below it to test its grounded state rather than using collision-detection on its box-collider.

I wanted to avoid being able to jump upon vertical wall touching, I also experimented with frontal collision using the same method as testing for ground. Idea was to have the character bounce back from walls it ran into so that it couldn’t and wouldn’t stick them. It seems that these attempts didn’t really work. Or it seems like I was missing something.

Having played some games this round and last, I know I’m far from alone in the defunct controller compartment.

So to those of you who know how to make smooth controllers within physics engines (I was using Unity), whats your magic?

(And yes, you should try our game, fortunately the controllers aren’t that important to it!)

I’ll be back with a proper what went which way… but I’d really like to see some comments on character control.

escape evolution – update #2

Posted by
Saturday, August 25th, 2012 5:59 am

Firat update of all, we changed the name of the game for something more abstract 😛 here are the main changes :
– map definition in a text file
– load map prefabs based on text
– end level prefab
– level elapsed time counting
– character controler add to the char prefab

next steps
– show level timer
– add some models to the level
– think about background image for the levels
– make some creative credits scene :)

some screenshots
the level build by 3D tiles

level definition file

link for the current release on web

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