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[discussion]: How Can "surfing" Be Implemented Into Atmosphir Levels?

Posted: May 6th, 2014, 7:46 pm
by tta
this may seem kind of dumb but

http://wiki.teamfortress.com/wiki/Surfing

^^surfing mechanics in tf2, cs or whatever games allow it

obviously atmosphir handles physics differently but I do know that surfing, to some extent, is a functional game mechanic in atmosphir. It just handles a lot differently.

Rather than pushing against a ramp, you push in the direction you want to go. pushing against the ramp will have different results

i'll upload a level to demonstrate what I mean and what this could mean as a mechanic in other atmosphir levels. just play around with ramps in design mode and post your findings

i am counting on you

Posted: May 6th, 2014, 7:58 pm
by Phantomboy
That actually looks pretty cool! I might have a poke around with this. I bet tilted ice blocks will the gravity played with a bit might do the trick :P

Posted: May 6th, 2014, 8:14 pm
by tta
I uploaded the level "Surf", but I never thought about using ice blocks

Posted: May 6th, 2014, 8:26 pm
by Phantomboy
That might be something to look at, I mean they deal with momentum really strangely. Mainly a walking cycle is carried out much longer, so rather than sliding to a stop you just sort of walk twice as far - So, I don't know how well it would work - but worth a thought :p

Posted: May 6th, 2014, 11:28 pm
by TheLastLink
The ramp/diagonal surface mechanics in atmosphir have always been disappointing TBH

At least that's what I've found

Posted: May 7th, 2014, 3:29 pm
by DvChayz
remember you're dealing with unity physics here

unity physics