Jump

Do you prefer controllable jumps ie you can change direction mid jump. Or do you prefer the uncontrollable jumps of something like Manic Miner/Jet Set Willy?

I'm designing something that might one day resemble something resembling a game with AGD and I can't decide which jump mechanic to implement.
Post edited by Rebelstar without a cause on

Comments

  • edited October 2011
    I prefer fixed jumping games.. Some of these sorts of games (JSW, Manic Miner, Tech Ted) can be a bit unforgiving with regard to pixel precision but you always know where you stand..!

    I don't mind controllable jumping but some games tend to do it because they have momentum/inertia (or whatever it's known as) applied to the sprite's horizontal movement - e.g. the Mojon games, Horace in the Mystic Woods etc. As good as the games are, I always find these harder to control and end up getting RSI trying to correct my mistakes..!
  • edited October 2011
    I've always preferred controllable, but I suppose it depends on the game and how you want it to work...meaning if the controllable jumps takes away or adds to the experience.
  • ZupZup
    edited October 2011
    Both and none.

    In shooters, changing direction and shoot may be useful (even if you can only change the facing direction and land in the same place).

    In platformers, I would rather prefer to not change the direction of the jump. The only exceptions would be "flapping wings" (a limited slow fall, as in New Zealand Story).

    If it is easy for you to change, maybe you will prefer to make some "dummy levels" and try different jumps. Keep in mind that changing the jump type AFTER designing the game levels will surely make the game worse (the game mechanics would feel "strange", some levels will be too easy or far difficult, etc).

    If the game levels are well adjusted, the jump type will be OK (no matter which type you choose).
    I was there, too
    An' you know what they said?
    Well, some of it was true!
  • edited October 2011
    I like both, it depends on the game flow and design.

    We (Mojon Twins) tend to feature controllable jumps as our latest games feature inertia/real gravity and stuff, but we are releasing a fixed-jump platformer before the end of the year to celebrate a 25th anniversary which is very important for us.
  • edited October 2011
    In more modern games (platformers for Amiga, PC etc.) you could usually control your jump.

    There are in fact 2 things that you can control in the jump:

    1.Height of jump

    It can be fixed or work in the way:

    When you hold down the jump key you are jumping=going up (until you reach maximum height) but if you release the key before reaching the maximum height, you'll neve reach the maximum because you'll begin to fall down. This way you can make high and low jumps.

    2.Direction of jump

    It can be fixed again or you can change it during the jump. It is very unrealistic - you jump right and suddently in the air you begin to fly left, but gives you a lot of new possibilities.

    So I prefer controllable jumps - more things you can do in the game=more interesting and diversified levels and more interesting game.

    Your mistakes are also more forgiven. If you jby mistake ump into some deadly hole, you can just "return" in the air if you are still in ascending phase.

    Games like Manic Miner are unfortunately too hard for me.
  • edited October 2011
  • edited October 2011


    ZnorXy started it! :-P
  • edited October 2011
    I prefer being able to change mid jump myself.
  • edited October 2011
    I agree ^^^ I also prefer to change mid-jump ... BUT ... if the levels are well designed, and in reality solely designed around the jump-mechanism, then there is nothing wrong with constant jumping and/or no-change jump (either left/right but no change of direction while jumping).
  • edited October 2011
    Depends on the game really. I prefer controllable jumps generally, but for something fairly straight-forward like Manic Miner, I think controlled jumps would take away some of the fun and make it far too easy.
  • edited October 2011
    Another tricky one for me is, should the legs waggle during the jump? I've coded a little jumping routine, it was easier to program so I went with 'walking in the air'. Even though the classic MM goes with waggly legs but if push came to shove think I prefer the static 'stretched jump' legs.

    Does AGD give you the option?
  • edited October 2011
    R-Tape wrote: »
    ...Does AGD give you the option?

    Not that specifically as an option but you might be able to code it so that it displays certain sprite-anims while jumping ... don't know enough though to say for sure ... PaulJ (Mulder or even Mr. Cauldwellhimself) might be able to answer for a certainty.
  • ZnorXman wrote: »
    Not that specifically as an option but you might be able to code it so that it displays certain sprite-anims while jumping ... don't know enough though to say for sure ... PaulJ (Mulder or even Mr. Cauldwellhimself) might be able to answer for a certainty.

    It's would certainly be possible to add some code to display a jumping animation. Don't know if I'd bother with all the hassle though. It took me a while to code a fixed jump routine, now I've decided I prefer the default controllable jump.
  • GreenCard wrote: »
    Depends on the game really. I prefer controllable jumps generally, but for something fairly straight-forward like Manic Miner, I think controlled jumps would take away some of the fun and make it far too easy.
    I'd agree with this. It really does depend on the nature of the game and whether you're looking for pixel-perfect positioning and timing like Manic Miner or something a bit more fluid where you need to be able to glide and use inertia.
  • edited October 2011
    ZnorXman wrote: »

    pure gold :lol:

    controllable jumps for me....though depends on the game entirely
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