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I have talked to others. The game is just too flat to handle vertical walls properly, so I have a major rebuild to do.
Things like detecting what angle you are taking off at, how much of your ground velocity becomes vertical travel vs travel down the pipe were similar to the qp, but other stuff came up like:
- Making sure the player carried speed between hits (because Gnarshmallow is designed for going down your screen, not across).
- Consistently taking off/landing at the same part of the transition/missing the transition (tunneling/collision detection issues).
- The character riding the transitions on his side/chest/back (axis of rotation issues)
- The character looking like it was riding in a halfbox instead of halfpipe (vertical wall to instant transition to flat to instant transition to vertical wall, sooo many issues)
Some of this I have fixes for, and some I just have ideas to try out.
I had a feeling that it would get to 3d when you start working on the half pipe. So basically the half pipe defeats the purpose of the simplistic gnarshmallow that we've always known.