Well, I took a break from the Visual Layer problem and incorporated a jump that slows as it gets to the apex and increases speed as it falls.
Of course, as usual, I've run into yet another problem. Remember the old 2d Platformer problem where it falls into the ground and you need to fastloop it or use an activation scheme like I do? ... well, yea, that's the problem, except in a 2.5 dimensional environment without a proper Z-axis.
I thought I solved it once only to find that it messes with the spread value code. Coulda swore that I solved it yet again, but sadly it screwed up the shadow code so the character eventually fell through it.
So, currently I have 1. a working version minus the visual layers and the jump speed change, and 2. a working version minus the visual layers, plus the realistic jump speed change, but minus the ability to land correctly upon the platforms. (it lands but falls partially through most times)
I'm beginning to think it may be impossible to make it exactly how I'd like with this method.
That means I'll probably have to start from scratch at some point and make a "real psuedo" Z-axis (as opposed to my fake Z-axis, nothing more than collisons tests and spread value), OR make a 3d grid code and work off that.
For now I'll keep trying, but it may be more trouble than it's worth. I, unfortunately am too thick-headed and stubborn-minded to listen to my own good sense. Most likely I'll come up with another beatemup type movement that just isn't easily expanded upon and therefore useless to make multiple titles of ever-increasing complexity with. (could still make some nice 2.5d platformers with it even as is, but there are many limits)
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