W
Wayfarer
Guest
I'm having a hard time trying to work out how these two things fit together. Maybe I'm overthinking this or even going about it wrong. I don't know
So, in a standard platformer, if you're on a flat surface you have a specific friction value. But what if you're on a slope (in a line-segment based platformer)?
What I've been doing is making the friction loosen up when going down a slope, and tighten up when going upwards (using the slope angle as a "normalised" multiplier to adjust the friction). But something about this feels like I'm overfitting the problem - I can't help but feel I'm missing something obvious. I mean is friction and the slope force actually the same thing? Should I be unifying them into a single factor?
How it currently works isn't too bad, but it feels like too much guess work for my liking.
I probably should observe games like Sonic Mania or Action Henk as reference.
What do you do / think?!
Edit: I'll post an .exe of this tomorrow, perhaps it isn't as bad as I think. I just can't tell... it feels like I'm simulating more forces than I need to be.
So, in a standard platformer, if you're on a flat surface you have a specific friction value. But what if you're on a slope (in a line-segment based platformer)?
What I've been doing is making the friction loosen up when going down a slope, and tighten up when going upwards (using the slope angle as a "normalised" multiplier to adjust the friction). But something about this feels like I'm overfitting the problem - I can't help but feel I'm missing something obvious. I mean is friction and the slope force actually the same thing? Should I be unifying them into a single factor?
How it currently works isn't too bad, but it feels like too much guess work for my liking.
I probably should observe games like Sonic Mania or Action Henk as reference.
What do you do / think?!
Edit: I'll post an .exe of this tomorrow, perhaps it isn't as bad as I think. I just can't tell... it feels like I'm simulating more forces than I need to be.
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