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looks good man! How do you get such clean/predictable wall jumps? I always seem to get weird unpredictable behavior around wall jumps.

Thank you! I assume you built your own physics system for raycasting instead of the base Unity physics? I actually used the Corgi Engine on the asset store because I didn't feel like reimplementing all of that haha. But other than that I made sure to try and keep everything the same scale and made sure the colliders were as tight as possible because I know that if you have a ton of different objects with different scales that will sometimes mess up the raycasting.

Thanks! I actually am using Godot 2.1's physics engine (i don't remember what it is off the top of my head), but so far as i have found, it leaves a lot up to the coder for implementing specific interactions (beyond "i do not walk through this wall, i bounce/have friction, or i do not fall through this floor" at least).