thas right white boi, you cant
Post a better mechanic that doublejump
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Air dash
Why do Americans see McDonald's everywhere?
Triple Jump
Walljumping.
jumping
Air dash.
Combination attacks.
Air control.
Wall running is honestly goat
Grappling hook
Gliding
Enemy infighting.
You tell me, murrican.
Invuln frames on dodge
perfect block
being able to destroy/reflect enemy projectiles with melee
Parrying
i-is mireska wearing panties at all?
Hold B to run
dodgeroll, chargeshot, spotdodge, counter/parry, walljump, anal penetration, the list goes on
No, for easier access to that tight wooden ass
Circle-strafe.
What's better than double jump?
TRIPLE JUMP
She burned them all together with her father's estate.
Make it 7.
Only one game, to my knowledge, has everything in this list so far.
>Enemy infighting
that's wyvern's shtick
/thread
Long jump
double jump is for SHITTERS that can't land a regular jump
I wanted to get more attention to my post with a being closer to an attractive human female.
Wall jumps and air dashing are typically more fun. Double jumping is cool in theory but most games that utilize it don't do any more with it than 'okay now every platform is twice as high'
Celeste is the only game I've played that actually does something interesting with expanding its base jump mechanics
sour engine air physics and momentum
Wallrunning
Dustforce is pretty much the gold standard for how to utilize double jumps. Volgarr The Viking also has some really good uses of double jump that doubles as an attack + set jump arc.
I've always liked cancels and action economy based exploits of any sort.
Roman Cancel
Jetpacks
Triple jump
fart jump
double jump is just a platformer crutch, rolling jump and wall jump actually heightens the skill ceiling while increasing mobility
Crouch jump
B U L L E T I M E
That shit where you strife to the side of an enemy in an action game and time slows down so you can pull off a crazy long combo
These threads are so surreal to me; with how people keep calling one of the laziest and worst mechanics "the best"
Literally a crutch for shit tier platformers that don't have interesting movement, and it always feels bad.
I was gonna post these. Thread over, everyone out.
rocket jumping
this
fuck double jumps
Jumpdash
There always has to be someone who conflates a mechanic's potential depth with assuming poor level design while disregarding how much a double jump adds due to how common it is.
Anyway since the thread is just cool mechanics, the light puck is pretty neat.
>not quadruple jump
The greatest platforming mechanic is the Mario 64 sideways flip. If it weren't for that particular jump, the game would be unplayable.
Rocket jumping is also a top tier mechanic (intuitive, high skill ceiling, and creates an interesting balance of sacrificing health and ammo for mobility)
Another thing I have a fucking hard-on for is shotguns with zero range combined with high speed, so you have to run up to enemies to kill them
Bunnyhopping/strafe jumping
Speed booster
I didn't see McDonald's until you pointed it out. What does that make you
>Nero's sextuple jump in DMC5
Easy tiger, one step at a time for the kiddies.
I haven't even dug out my folder of interesting mechanics yet
Walljumping up narrow corridors with no delay, so you're allowed to mash your way up at lightspeed
>food analogy
>and the game has intuitive triangle jumping
MUH DICK
>have double jump
>bouncy platform incoming, if you press jump just as you land you bounce further
>press it too soon, you double-jump before hitting the platform
>press it too late, you cancel the bounce with a double jump
It's worse when your character can hover by holding the jump button
>press it too soon, you hover and make contact with the platform later than you wish
>press it too late, now you wasted the bounce
>not wanting to commit to your jumps
Way to spot a shitter
Wallrunning
double jumps + platforms + vines + water where you need to conserve your double jump for an extended period of time
Do it.
guard points
Wyvern>shit willow
Roll dodge
I didnt see it fatass
This
All of the following are not only equal to or greater than doublejumping, but are sufficient on their own to make an engaging player character experience with a satisfying and distinctive active mechanic.
Soldier's Rocket Launcher from TF2. The ur example of a strong player mechanic.
Marina Liteyears' ability to grab, grapple, shave and throwing in Mischief makers. Unbelievably solid mechanic that deserves its cult game credit and more.
Double Clawshots from Twilight Princess, upgraded into include lasso functionality from Metroid Prime. If the player has abilities like electricity generation or such, they can channel this through the clawchain/cables at will. Make an entire game out of this.
Portal Gun. Boring by now but still true and with lots of untapped potential.
Portal Sword. Cut something to leave two portals on either side of the cut. Then telekinetically rearrange the two pieces however you like, including free reattachment. Living things aren't killed, water flowing through a pipe is undisturbed and so on.
Demo's Stickybomb Launcher. Had to wait a bit before listing this one, since it'd make the list seem a little samey.
3-Block summoner. Conjure up to three large blocks in your environment and dispense them at will. Blocks are very light, very resilient and strongly adhesive, letting them be freely attached to walls and float on water. You have special climbing gloves and shoes for scrabbling up them and standing on them uninhibited. Use blocks to climb walls, ford water, weigh switches and trap enemies.
Timerate twister. Pick a single visible spot, determine the radius from that spot, then determine whether the timerate is faster or slower in that zone. Accelerate and decellerate activity in a given area to synchronise tiemrates, solve puzzles and win fights.
Leveling up will go down is history as the most important game mechanic from the 20th century
>pic
is that a Climber ship?
Sliding
Fucking Alice: Madness Returns
imagine being so fat you look at computers and seeing food
What was the first game to implement double jumps?
Bonus round: Elemental gauntlets. Each can do all the various tasks you'd associate with their elemental affiliate and then some.
Electromag gauntlet. Provide sustained electrification on contact, click fingers to shoot a spark forward or a shower outwards. Hold a single magnetic object in telekinetic pull at a time, or blunt push-pull all magnetic objects towards/away from user.
Thermal gauntlet. Add and subtract temperature on contact to heat up and cool down objects. Click for fire/ice sparks.
Aero gauntlet. Project a tornado out of the palm, invert to create a vacuum. Waft to great one off gust pulses, hold out palm to create sustained linear wind current.
Lightbeam Gauntlet. Palm shines bright regular light torch. Each finger projects a different type of laser beam, while doing an OK with the forefinger and thumb cast defractive spectra. Clab to unleash brightflare.
Mix and match gauntlets to create interest crosseffects. Combined a Thermal and Aero gauntlet to create rising hot wind drafts and sinking cold air currents. Mix the Electro-Mag and a Clawshot (Grapple Lasso to avoid copywrite) to provide long-range electrification. Grab a target with the Lightbeam gauntlet and Marina Liteyears gloves (Giga Grabber) and shake them to fill them with nuclear sunlight, then throw them for an annihilator bomb!)
Object swapper. Target two objects specifically to swap them, or target two spots and the first time something is in both spots. the trap is sprung and the objects swap.
Scale Magnifiniature. Make things bigger or smaller. Warning: requires an entire game engine based around massive freeform distinctions in scale. Shadow of the Colossus meets Fantastic Voyage meets the Borrowers etc., and Kaiju games where you control the giant - and the roles are totally freeform and could switch at any time.
No idea, I had it saved in my "Glorious" folder for where I put images I like, and also can't sort to any other location.
It'll also go down as the most misused. Par for the course really; one can say the same for motor cars or the internet as important inventions that change the world, and were also wildly misused.
First post is also best post
why are you spoilering everything you spastic
Work on your visualisation skills, and work for your juicy nuggets of content that you don't deserve
3d mario's version of double jump
>expect a list of quite a few cool mechanics and what games they were in
>get a lot more with great sounding detailed ideas that should be realized
Well that was a fun read, it's kind of difficult to follow up with other mechanics I've enjoyed or prized. Thanks for sharing senpai, on the off chance you're who was the catalyst of what I think started all this jump/double jump talk a while back. That was a good thread.
I do it for the gestalt imaginings of all user kind, kohai (I think kohai is the right term), ur welcomm. I do presentate at length about a rich diversity of topics on here, yet to my recollection this is the first I've ever addressed jumping, aside from the odd touch of why Soldier is so strong a player class in TF2 threads (cuz he can do so much actively). Maybe my memory is fuzzy - can you link me to a thread in an archive about double-jumping?
Omnidirectional air dashing. Can simulate a double jump but also opens up more complexity.
Imagine you look at Computer
And it’s McDonald burrgerrr