


However, you now have a square area the player can land on. The front face of the cube is just like the single line mentioned above. If lower, you decide what happens (in my game, the player simply stops moving along any axis but falling on the z). If your player is higher, the jump continues.

Then, in your collision event, while the player is about to cross the line that is the fence, you would compare what the height of the fence is against the z-axis of your player. That object needs to have a height value. a 1-pixel wide line that has height) you want the player to be able to jump over. We can call this axis z and say that 0 represents the object being situated on the ground. To do something more robust, which is what I think you want, you will essentially need to add an additional axis to your game and then consider that axis in most of your game objects. Set some flags, set some interactions with objects that can or cannot be jumped over, etc., Thus, I can cheat and create a jumping state with associated graphics. In my own top-down game, jumping is used only sparingly that is to say, it's not a robust platforming system. Like implementing any more advanced feature in GM, it is going to depend on how you've implemented other aspects of your game. I have searched far and wide to no avail!
Top down 2d rpg games how to#
Please someone with more knowledge enlighten me! This will respark my creative nerve and allow me to implement platforming into my rpg which to me is priceless! Any idea's how to go about this would be greatly appreciated. I stumbled across an amazing game called "CrossCode" today and have noticed that the devs have included jumping in a top down manner just as I mentioned! How do you go about this? I would assume it would be extremely difficult to perform, seeing as you would have to tell the game that each of the platforms capable of being jumped on, can also be walked below, behind, ect. I only have knowledge of how to move on this axis. Okay, so I have spent quite a bit of time developing my game(about 2 and 1/2 years including the time it took to learn.) and I have always taken quite a bit of interest in incorporating jumping mechanics in a top down rpg game! The only issue is I'm not sure how exactly one would go about this as in top down rpg games the character already moves on an X and Y axis.
