They've pretty much been imported from Crystal Towers 2 as-is just now, so the distance they hurl you is definitely off (the gravity values have been adjusted from CT2 but those haven't). Deciding what to do about the distance travelled if holding/not holding away is a tricky issue, because some players will habitually hold towards the wall and others won't...
I noticed the awkwardness of jumping at them from below as well, and just thinking about it, the idea of the feel of grappling on and hanging still for a moment before gradually accelerating down is great - I'll see how that works out.
The boundary at the edge of the stage was intentional, to prevent players accidentally moving between areas if you reached the edge while jumping... I hadn't considered that people might want to do it intentionally. It raises a few issues with how to handle it which may not be as simple as it first appears, but I will bear it in mind.
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Date: 2013-08-21 01:53 pm (UTC)They've pretty much been imported from Crystal Towers 2 as-is just now, so the distance they hurl you is definitely off (the gravity values have been adjusted from CT2 but those haven't). Deciding what to do about the distance travelled if holding/not holding away is a tricky issue, because some players will habitually hold towards the wall and others won't...
I noticed the awkwardness of jumping at them from below as well, and just thinking about it, the idea of the feel of grappling on and hanging still for a moment before gradually accelerating down is great - I'll see how that works out.
The boundary at the edge of the stage was intentional, to prevent players accidentally moving between areas if you reached the edge while jumping... I hadn't considered that people might want to do it intentionally. It raises a few issues with how to handle it which may not be as simple as it first appears, but I will bear it in mind.