based off spongebob: bfbb
ignore how i fail the wall bounces pls
It looks good, but it doesn’t seem to be the most efficient method tho. Cloning a hitbox every frame could cause significant performance issues on low-end devices, and it seems like you’re experiencing that at 0:37 as well.
the game runs >60 fps, its the recording settings (also the hitboxes are for the debugging)
Alright, thanks for the clarifications.
This is nice, good job! What if there are two walls that are too close to each other though? Or are they marked in some way?
Also, something pretty ambitious that I think could work nicely with your system is making walls kind of “sticky”, in a way that you’d attach to them and slowly slide down them, and would have the time to hold down movement keybinds before jumping. It could make the gameplay pretty smooth.
Looks pretty fun to use, especially since I love wall-jumping in games and it’s super satisfying to pull off (ahem ultrakill, mario, bfbb like you mentioned, etc.).
Are the sounds temporary? Asking because I think they’re silly in a good way and I like them. What are you gonna use this wall bouncing system for?