Top-down game Jumping mechanics

Hi,

The Problem:
Im trying to make a top-down pixel game with a working jump mechanic.
But Im having issues in finding a way that actually works.

Im not planning to use any 3D, so that option is out (for now).
I know the jumping mechanic should be deceiving and isnt real jumping.
I can not get it to work without having bug breaking interactions, since the x/y-axis ground gets overlapped without other x/y-axis grounds its just visually incorrect.

How its supposed to be working:
Heres an link to a good video example from the game CrossCode on how its supposed to work.

Ive been scrolling through older top down jumps, but theyre either slightly different topic or too old with their examples having been deleted.

If any one you guys could give me a solution and or examples (in layman terms), id appreciate it! :pray:

Note: Sorry if my replies are very slow, ill try to checking on this topic every few days.

Back in my day I appropriated Z height to every 2d objects and character via variables. I turned off collisions for objects of the same Z, and dropped the Z of the character when he collided with an object of a lower Z.
Honestly, just use 3D with orthographic camera

Here’s one from a few years ago. There’s a link to the project in there too, so you can download it and play around with it.

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Just what I needed! Ill try experimenting with it.

Thats what I tried, but the problem is that when my character is jumping from one place to another, with a pit inbetween. It will collide with a much lower Z height first before actually landing on the higher Z height.

But the real problem is that the character X,Y position isnt required in the z height position. By that I mean, the character wasnt even required to move before he goes and does buggy interaction with other collisions. When otherwise he is supposed to MOVE and jump to the correct place (without falling down).

Ah, I see what is the problem. A common mistake, fortunately, quite fixable. Can you hear my voice, young demi-god, to solve thy paradox, you need to split phusical and spiritual form of creature you trying to perfect. Torn appart his reality, and shift his appearence away from center of materia, and change vision of every kind around. You will comprehend more, and will be astonished, how space of the kosmos is flexible beneath our will…
(Make hitbox and sprite as different objects, and adjust Y of last one, or something, I don’t know)

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