Hello, and thanks to everyone who will read this.
I’m actually trying to recreate a game from my childhood which is in 2D and is based on sprites.
The point of the game is to fight players/bots and be the last person alive (to summarize)
Here is what the game looks like. (The Game is called “Little Fighter 2”)
I’m at the point where I am trying to implement the jump skill.
But because the game is made only of 2D sprites, we can only move along the x or y axis.
Unfortunately, every terrain is made of “walkable areas” that are just lines that the character can not cross.
For example, for this terrain, the red lines are the walkable area :
I implented these “walkable areas” by adding multiple tiny BoxColliders 2D and it works (but I don’t know if that’s the best method to do it tho).
However, when it comes the the jump skill, i’m facing the problem of these “walkable areas” because the jump that I added is based on the y position of the character and it looks like I can’t use build-in gravity because there is no real colliders on the terrain. It’s obviously not the good method to do, so i searched on the forum and on the Internet how to fake depth jump, but I can’t find a suitable solution.
What my scene looks like :
My ideas were :
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Rotate every single sprites on the screen to 45° to get some sort of depth, but with this, I don’t know how to make my colliders works together (gravity? no gravity…?)
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When my character jump, i enable the gravity, make it jumps towards the z-axis to get passed these walkable areas with some sort of raycasting at his base to locate if he touches the ground then disable the gravity again
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Use sorting orders
Sorry for the long post, I hope I am clear.
Thanks.