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(+1)

How did you get this working so well.

The rope behaves exactly as you'd expect it to, making every death feel fair.

A fellow top down with player movement pivoted by a rope of some kind (:

Really good game!

(+1)

Thank you for playing! The rope was very annoying to get right. At first, I used a SpringJoint and applied force to the player, but it was speeding up at random angles, and on top of that, it wasn't rotating the player sprite, so I scrapped everything and started over. I tried a PinJoint, which worked perfectly, except I couldn't adjust the rope length at runtime.. Then I scrapped everything again. I ended up using the SpringJoint and making it the child of the player, while making the player not a child of anything (previously, it was the child of the pivot). I simply adjusted the pivot position and SpringJoint length and rest_length (they both have to be the same value for some reason) without modifying any player velocity in code.