Name a more overrated mechanic than doublejump.
I'll wait.
Name a more overrated mechanic than doublejump.
I'll wait.
double jump is not only to jump above pits but to move in the air and dodge, or to another direction
imagine wanting a safety net jump instead of committing to one single jump
What's the matter, little fella?
Bad at platform games?
>tfw thought it was possible to double jump irl when was a kid
Everyone who says they didn't at least try doing it once is lying.
Literally EVERY game with jumping would benefit from a double jump. Change my mind.
i-frame rolling
for me, it was wall jumping
Quick scoping
Banjo Kazooie is the only game to get double jumps right. Mario Galaxy comes close, though.
>more overrated
multiple endings
Wall jumping is actually real.
Pussy that thou art, you've forgotten committed jumps. No aerial maneuvering. Double or no, these are truly men's jumps.
To achieve the same level of utility as a double jump in a single long jump you need to have a much higher degree of control mid-air which feels floaty as shit. I don't remember which retarded e-celeb started this meme, but he's clearly got no fucking clue about game design and only thought of "PASS BIG GAP".
t. game dev
I wall jump and belly slide through my house everyday to save time.
Agreed. Dark Souls 2 proved just how badly all the "hardcore" Souls players relied on copious amounts of iframes to survive.
Yeah, and long jumps are TOTALLY real
(You)ve earned it.
literally aim in the correct direction before jumping, wtf is your problem?
fpbp
/thread
>literally aim
How?
And if you wanted an L shaped jump in your level?
Have both but long jump has greater horizontal velocity.
This. If you only had one jump, what would you do if a projectile comes flying towards you midair?
>have space for a running start
>hold A button to control jump height
They had it down since SMB dumbass.
filename
Sprint
>I don't remember which retarded e-celeb started this meme
OP here, and I'll tell you this, sir. I did NOT form my opinion from an e-celeb. But actually from playing many various platformers with unsatisfying double jumps. You CLAIM there is greater utility. But the games are never actually designed to challenge the player with the additional utility. Rather, they end up just being more button presses for the same jump a longer jump could achieve.
Games like Sly Cooper, Psychonauts(great game, but useless doublejump), Sonic Unleashed... The most recent offender I can think of is Hat in Time. Her normal jump is so short, that it can't cross anything. So you have to always double jump to make any kind of jump. If they just made one normal satisfying jump, then the double wouldn't be necessary. I can only think of exactly one level where the double jump was actually required as a tech. In one of those time rift levels. There was a gate where you had to jump down first to get around it, then double on the other side and wall up to the next platform. Kind of neat. In fact, I think they reused that same trick in the Brid's level. But beyond that, double jumping was never required.
>you need to have a much higher degree of control mid-air which feels floaty as shit
You say that as if this feels bad? No, what feels like shit, are short low jumps that rely on the double just to cross simple gaps. What feels good are nice meaty jumps like Mario has. But that actually requires that developers put momentum in their game, but no one fucking does that anymore. Because you're all HACKS. When was the last good ***3D*** momentum based platformer that wasn't Mario. Huh?
Basado
in a 2D game it's even easier, just get the speed roughly right and press jump. if this feels bad the problem is in the acceleration mechanics of the character.
>what if you want complete direction changes in mid-air
kinda weird but if you insist:
>jump/bounce pad that redirects you
>wall jump mechanic and a 45 degree wall
>some kind of rope swing mechanic
>some kind of "pull towards target" mechanic, could also use a rope or Indiana Jones' whip for all I care
>throw or shoot an explosive to your right to redirect to the left in mid-air
I could keep going. there are plenty of ways and they all feel more plausible than just creating a force out of nothing. fuck double jumps and fuck air control.
you time your jump so that the projectile won't hit you
Maybe watch for the projectile BEFORE you make a blind leap of faith like an idiot? Do you also want a triple jump and invincibility frames as well, baby?
Blasphemy.
I bet you play those garbage JRPGs where all characters run by default.
this
this is a good point. double jumpers would have a hard time arguing against triple jumping. if double jump is good why not add yet another jump to that? it gives you more of the same thing that's supposedly good.
I tried to flutter my legs to be floaty like Luigi
What if it isn't there until after you've already committed to the jump?
Are there any games where you can jump in the air as many times as you want?
Then you're playing a dated NES game and need to turn the console off.
every developer's first project with a jump button, lol
I added it in a ludum dare game I did. Diminishing returns on each jump. It didn't get you much higher, but nobody realized that you could even do the triple jump, some people didn't realize you could double jump.
It was a stupid decision, but I enjoyed myself.
>fidgety multiple button presses
Imagine being filtered by pressing the jump button twice.
I think one of the kirby games had infinite, though they are more like flutters than actual jumps
>blocking is shit
>dodging is shit unless you know to level adp
>hitboxes are shit
Also proved how shite some people's tastes are.
McDonald's, in case anybody ctrl f's.
see
>X games don't use the double jump well, that means double jumping as a concept has no utility universally
>Bro just add new mechanics that might not fit the game rather than a tried and tested one universally loved until current year Zig Forums
Was this LD47? If you're not worried about anonymity, drop game link and I'll give you a rating.
Fidgety doesn't imply difficult. It implies unnecessary movement. For kids with ADHD, who can't focus on things without constant stimulus keeping them engaged. That's all the extra button press is for. The more buttons a player presses, the more he feels like he's doing something. Even if it's only hopping over a simple gap.
there are games with jetpacks that take you damn high, but the good ones balance it in such a way that you need to worry about momentum and can't change direction wildly. Tribes Ascend's jetpacks felt good to me.
what did he just get hit by? just being near the foot kills you? terrible.
unironically based
>just being near the foot kills you?
I guess the foot is meant to lift up and slam down but instead the thigh just jiggles sending ultra high frequency vibrations into the floor and thusly through the characters body, obliterating his vital organs.
>muh adhd
>muh zoomers
Holy shit stop posting.
LD35. I've done a few of em, solo and group, but haven't participated since... 37 or 38. Thinking about doing one again, has anything changed? Idk how many you've done.
>X games don't use the double jump well, that means double jumping as a concept has no utility universally
No, it's more like that X games don't use double jump well, so all the people who saying double jumps are good haven't actually experienced a good use of double jump. Since no one is making good double jump challenges. Therefore, double jump is overrated. Only being lauded in a more abstract conceptual way that doesn't actually exist, since no one has done it.
Can't, it's the worse one out there.
Based as FUCK