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But so is Superstar Saga - which is not isometric based. Mario RPG (SNES) was an isometric tile-based game with an active jump key. During battle this button can be used for jump attacks - versus exploration, unless it's perhaps for a dodge.ĭon't you think it would be fun to jump around a landscape to see what you can find? Puzzles/exploration/battle sequences with the jump (like an attack that can only activate when jumping during battle mode) etc. I want an active jump button for exploration's sake. Reminds me of how Golden Sun implemented a jump. I can also just take feedback to see if people would like to see this in a game so I can get motivated to do this.Ĭlick to expand.Update: I saw the game you mentioned. My intent is to have a story rich action platforming RPG because I really enjoy exploration by jumping on things, and I really enjoy a good combat system - only makes sense to combine them. I learned from their mistakes and made the jump a lot more controllable like Mario's. But I read many people complaining about Alundra's jumps because they couldn't tell height differences and the "too precise" jumps. Is this a normal process? That's why I asked whether it's worth adding this jump mechanic? I would love it.
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I asked that question because I know there's going to be so many glitches and bugs, but I find myself thinking about this all day every day when I'm stuck on a bug and then I proceed to somehow fixing it. It can also jump from one platform to another (Although there is a tiny glitch when jumping upwards) I have the ability to jump on platforms (At least 1 level up for now) and fall off those platforms. I worked a lot on this for the past 2 and a half months. Every other Action RPG (even the one on Cross Code) isn't really the type of jump mechanic I envision. I cannot find ANY 2D Action RPG out there that has the active jump mechanic besides Alundra, and its prequels. I haven't even started on the enemies - I know I will encounter many bugs - but is it worth the effort? Let me know if this is a popular mechanic to have or potentially popular? Thank you.Ĭlick to expand.Both actually. Is it necessary? I know most RPG's would handle this with just going around objects, or add slides/slopes to go up altitudes. So I was thinking of disabling the "platforming" when combat started and allow for some jump attacks during combat phases. I wanted the jump mechanic - primarily for platforming - but I don't want to lose the focus on the action bit. How realistic is it to create such a platformer title? I mean, I have gotten the jump mechanic and jumping on objects down, but every time I open/close Unity, I find a new bug I have to fix, and these bugs have to do with the 2D Colliders, than the code.
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Reason I ask is, the platforming alone is quite challenging. Is this even an attractive genre to venture into? I am in the process of making an action RPG/Platformer (think Hyper Light Drifter + Alundra). It is referred to as "Gunslinger" in the game's files.This is a question about design. It was likely meant to be the main boss of the south originally. The Sorcerer had a previous form that was much larger and shot bullets in a fashion similar to the Diamond Shotgun. This is a much safer tactic than attempting to hit them with your sword as the fire orbs have a large aoe explosion that can hit you as well if you are too close when they hit The Sorcerer. If you are near him when he begins to spawn the fireballs, switch to the Blunderbuss or Diamond Shotgun and shoot him at a range that will destroy the most fireballs the ensuing explosions can significantly damage The Sorcerer. Once he's shot four times, move to the center and he'll dash at you, dodge and hopefully he'll be in a position for you to get a few hits in before he repeats. To give yourself as much dodging space as possible, hug the edge opposite The Sorcerer. At 50% HP however, you've got to be prepared to drift over the holes in the floor, and give yourself room to dodge all four orbs.(it is possible to hit the fire balls while they are circling the sorcerer) The first half of the fight is fairly simple, dodge or (if you can) deflect the Fire Orb, and get some damage in.
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Somehow accessing a holographic screen, The Sorcerer interacts with it and causes tiles to disappear around the arena after losing 50% HP.Raising its hand, the Sorcerer flies at a high speed towards the player.Summons 4 orbs when brought down to 50% HP.Can be deflected with the Bullet Deflect sword ability.These projectiles orbit The Sorcerer and then head towards The Drifter.