- Home /
2D Platformer - Sidekick Follow Player
Trying to figure out the logic to recreate this effect (Donkey Kong Country - SNES): https://www.youtube.com/watch?v=W_kI5xOQ0Lc
Sidekick follows player.
Sidekick can switch places with player.
In the YouTube video notice at 0:28 - 0:30 how it seems that the sidekick character follows the players position, seems to want to be in the same location as the player, but when they collide the side kick is pushed back. 0:43 - 0:45 is interesting as well since the sidekick doesn't fall. Can't figure out how this is done but want to replicate the effect. Need help on how to think or understand the logic on how this effect is done. I do think there is a delay on repeated inputs but the collision detection confuses me.
I am not using Unity's physics since I needed a platformer similar to SNES platformers, close to pixel perfect collision (I had glitching through corner issues using Unity's physics).
If any code is shared or found Javascript is all I know and can read at the moment.
Bonus - Going to be recreating the mine cart levels and wondering how to handle sprites and physics. Will post more about it another time. I don't want to slant/tilt the sprites. Instead I was wanting to change sprites to keep the SNES pixel look. Collision and movement is what I know I'll have to figure out.
THANK YOU
Just a guess: Diddy places breadcrums to where he was and Donkey $$anonymous$$ong is following those at a distance, like the body pars in snake. Along with the position could go information about animation changes. With that, Donkey does not need collision, because Diddy already did.
Just a tip. If you don't want to use Unity's collision, use a different Engine. I really don't think you want to program that.
I chose Unity3D for mobile developing to be honest. It made it seem easy to develop for Iphone, Android, and Windows phones. Just wanted to make a game with a different concept for controlling platform games on mobile without virtual touch controls and ins$$anonymous$$d using touch gestures.