• 2D
  • Jumping mechanic in a top-down rpg like game?

24 days later

you could maybe set your player to not detect the layer that the obstacle is in for as long as your jump animation is playing... I think. not sure exactly how you would go about letting your player know which collision layer the obstacle is in however. maybe raycast.

Jumping is basically the same as a side-scroller, just the camera position is different. When the user presses jump you add a certain amount of y velocity, and then every update you add gravity to the velocity, and update the player position. It works the same in 2D or 3D basically.

See this example I posted a little while ago. It's for a 2D sprite so try it out (the logic is the same even with 3D or different camera angles).

https://godotforums.org/discussion/comment/31028/#Comment_31028