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Thread 718221246

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Anonymous No.718221246 [Report] >>718221506 >>718222092 >>718223063 >>718224021 >>718224274 >>718224508
The double jump.

A crutch for devs who can't build levels properly or a cool technique for players?
Anonymous No.718221361 [Report]
A fine mechanic if the game is built around it. In most games you double jump immediately and nothing is built around delaying the second jump. Sly Cooper is most guilty of this! They may as well have just had one jump with variable height based on how long you press the button!
Anonymous No.718221423 [Report] >>718221581 >>718221886
>Mario Odyssey and DK Bananza are built around double, triple, quadruple jumping
I think the cements the technique as the game designers giving up and just pandering to kiddies
Anonymous No.718221506 [Report] >>718222787
>>718221246 (OP)
Double jump in Super Ghouls n' Ghosts is kino because it locks you into the trajectory
Anonymous No.718221581 [Report] >>718221702
>>718221423
woot skip the whole game it's so sick (the first two times you do it then it's dumb)
Anonymous No.718221702 [Report]
>>718221581
>game has an action gauge that fills up with each double jump, dash, etc. that resets every time you begin a level
>if you take too many actions, you overload and blow up
kino
Anonymous No.718221886 [Report] >>718221941 >>718222062 >>718222787
Double jumping tends to be lame in 2D games but excellent in 3D titles./
>>718221423
What the fuck are you talking about, those games are absurdly fun just to move around in because of how loose and free your movement is in every direction, grounded or aerial. SMO for example completely smokes games with "less" jumps like Galaxy and Sunshine when it comes to how fun Mario is to control.
If you're saying more fun = for kids, then sure I can agree there but if you're trying to spin all the movement options SMO gives you as a bad thing then you're simply wrong. Having too much movement is only an issue if the game has no levels designed around it and you basically just float over any opposition like you're Kirby with infinite air.
Anonymous No.718221941 [Report] >>718222291
>>718221886
Jumping around itself is not fun, challenge makes games fun and Odyssey and Bananza are the opposite of challenging
Anonymous No.718222062 [Report] >>718222291
>>718221886
>it's so fun to skip over moving platform segments, bounce off walls to scale platforms and mountains to get straight to the end instead of actually beating the levels
you 12 or something?
Anonymous No.718222092 [Report]
>>718221246 (OP)
only TWO jumps??! the modern audience needs at least 5 or 6, just make them infinite already
Anonymous No.718222264 [Report] >>718224605
Banjo-Tooie has a bug which lets Banjo double jump with his pack whack, and I kinda like the idea of it being a “hidden” technique. Instead of pressing A twice, it’s an input combo that takes some experimentation, and once you’ve figured it out you can get through levels in new ways.
Anonymous No.718222291 [Report] >>718222328 >>718223450 >>718224508
>>718221941
>>718222062
Anonymous No.718222328 [Report] >>718223034 >>718224508
>>718222291
>just make your own fun
Just make your own game anon, what could be more fun than the game you made yourself
Anonymous No.718222787 [Report]
>>718221506
I wish more 2D games would do this for variety. La Mulana's jumps are pretty restricted too from what I remember.

>>718221886
Agreed Bananza and Odyssey completely smoke the Galaxies and Sunshine. Good 3D level design lets you use your movement to the fullest when you master it.
Anonymous No.718223034 [Report] >>718223060
>>718222328
>Refuses to acknowledge that he has agency in his game experience.
Worst kind of man child.
Anonymous No.718223060 [Report] >>718224783
>>718223034
>refuses to acknowledge game designers have obligations in game development
Worst kind of man child.
Anonymous No.718223063 [Report]
>>718221246 (OP)
It can be both...
Anonymous No.718223450 [Report] >>718223880
>>718222291
In context of OP, SM64 did double jumps right. You have the jumping kick that gives you a small boost from a standing jump and the dive that springs you forward. They're great tools that give you more air control, just enough to help you, but not enough to become a crutch that dominates the game.
Anonymous No.718223880 [Report] >>718224000
>>718223450
wall jumps in 64 suck because you can only use them in designated areas without the camera getting in your way
>inb4 autist acing rainbow road webm
that was rehearsed. he jumps towards the camera multiple times even
Anonymous No.718224000 [Report]
>>718223880
Wall jumps in 64 aren't great, but when talking about double jumps, people generally talk about the jumps that can be done in mid-air without assistance of any surfaces. Wall jump needs a wall to work.
Anonymous No.718224021 [Report]
>>718221246 (OP)
why do you think a dev that can't design a level for a character that can jump x number of pixels could somehow be able to design a level for a character that can jump x(2) number of pixels?
Anonymous No.718224083 [Report]
I like games that give you the double jump late. It usually breaks the game by making everything piss easy
Anonymous No.718224274 [Report]
>>718221246 (OP)
Yoshi's double jump was originally the act of Mario getting a second jump by kicking down on Yoshi.
Yoshi's double jump double jump should have been executed by spiking Baby Mario
Anonymous No.718224508 [Report]
>>718221246 (OP)
A somewhat necessary workaround for the fact that controllers with constant-input dual analog control schemes have absolutely terrible angular accuracy, making it an unfortunate necessity for the player to be able to somewhat adjust their angle mid-jump, since longer distances inevitably result in larger deviation due to small angular inaccuracy.
>>718222291
>>718222328
It's not just making your own fun, the game should fundamentally guide the player towards fun actions.
The exaggerated size of A buttons on the good Nintendo controllers makes this clear by guiding the player towards actions that detract from tedious gameplay styles. You are naturally attracted towards pressing it, and because your thumb idles on it you are also naturally going to press it with minimal inhibition, leading to gameplay with more juice.
The modern controller with its uniform button size and tendency towards prioritizing dual analog positions for your thumbs does not guide the player towards fun actions, so is inherently going to produce a more soulless game.
Anonymous No.718224605 [Report]
>>718222264
...it's a bug? What the fuck, all this time I thought it was intentional.
Anonymous No.718224783 [Report]
>>718223060
>Just repeats post like a petulant baby
Fag
Anonymous No.718225129 [Report]
Hot Take: Basic jumps in most video games are ridiculous. A fully equipped soldier couldn't possibly do a 5 meter unassisted somersaulting leap off the ground while still controlling his trajectory.