Jump to content
  • Advertisement
Sign in to follow this  
thenewBoy

how these are implemented ?

This topic is 2042 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello Guys , 

 

I am developing a game in which character performs special actions while jumping . 

Like .. for walls with more height , character first  grabs the edge and pull himself up . What i want to know how these things are implemented ??? i know that it involves animation but how our animations interact with the surroundings . I want to understand these things .  I tried searching it but couldn't find anything(may be wrong keywords :P ) . 

Share this post


Link to post
Share on other sites
Advertisement

It would first involve doing a sort of collision detection to check if the edge is within grabbing range (in some games this is only done if the "climbing" button or direction is held). If the check is successful, the character would go into a "climbing state" (disabling actions that could be performed in the walking/jumping state) and snap onto the ledge based on its position. During this climbing state the character would be restricted to a few actions such as pulling himself up, dropping down, or moving along the edge. Animations would be handled similar to any other kind of action that involves an animation.

 

Short answer: it's done through collision detection and character states.

Edited by Ludus

Share this post


Link to post
Share on other sites

Short answer: it's done through collision detection and character states.

Short answer: it's done through collision detection and character states.

 

 

Thanks Ludus .... 

 

Do you have any related tutorial ?? I started learning Mecanim in unity . Hoping I am on right path .

 

It would first involve doing a sort of collision detection to check if the edge is within grabbing range (in some games this is only done if the "climbing" button or direction is held). If the check is successful, the character would go into a "climbing state" (disabling actions that could be performed in the walking/jumping state) and snap onto the ledge based on its position. During this climbing state the character would be restricted to a few actions such as pulling himself up, dropping down, or moving along the edge. Animations would be handled similar to any other kind of action that involves an animation.

 

Short answer: it's done through collision detection and character state

Share this post


Link to post
Share on other sites

Do you have any related tutorial ??

 

No, I'm sorry. Like with all questions that are this specific, the exact implementation depends on how the rest of your engine is already set up. How does your game handle character states such as walking? The climbing state would be implemented in very much the same way. How does your game determine and change a character to the state of walking? Changing the character to the state of climbing would be done in a very similar way as well (of course, with ledge detection instead).

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!