2D Top-Down Platforming like Mario and Luigi: Super Star Saga
Hey, I have a few months of experience with unity can have been able to learn A LOT. I've created several small games ranging from 3D FPS games to 2D sidescroller games. My current endeavour has me stuck: How can I create a 2D Top Down game that allows the player to jump on platforms, enemies, etc. Here is an example of what I am aiming for: https://www.youtube.com/watch?v=ZmqE8qqyh_A
I understand the concept of using the Z axis to achieve something like this jump, but here's the dilema: I want to keep this game 2D, and with 2D colliders, z-order does not affect collision. an object with a z pos of -1 can collide with an object of 324 z pos.
I've tried using the ignoreCollision method and changing the Y position with the jump to jump on a pillar. However, when i walk off the edge of the pillar, the player does fall down behind the pillar but keeps walking (because moving up and down is based upon y pos).
Does anyone know how his can be achieved with having to use 3D? I'm not looking for free code, but a good explanation of how this can be done is much appreciated. Coming from a background in writing and animation, i feel like I'm not approaching this correctly.
(also the combat in mind is more link legend of Zelda, which i know how to do, not a turn based RPG like Mario & Luigi: SSS)
hello, I'm also after the same answer as you, but I know that $$anonymous$$ario & Luigi Bowser's inside story uses a 3D engine, so, as he is more recent than the superstar saga, I think it's the right way to program, I hope I have helped here is a link of the bowser's inside story 3D explanation: https://www.youtube.com/watch?v=rnIZ2HYCFmI
Answer by Statement · Oct 29, 2015 at 12:05 AM
achieve something like this jump, but here's the dilema: I want to keep this game 2D, and with 2D colliders, z-order does not affect collision.
Turn collider off or change to a layer that doesn't interact with enemies.
changing the Y position with the jump to jump on a pillar
You could just change the y position of the graphic, not the logic/collider. (make the graphic a child)
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