History Main / EdgeGravity

17th Nov '16 10:59:12 PM nicocoro
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Edge Gravity can be implemented as simply as having the motion of a player character halt momentarily when an edge is reached; it may be indicated by having the character teeter on the edge. Games which use analogue controls may require that the player [[RunDontWalk extend his control to maximum]] to cross the edge, or even press the "[[JumpPhysics jump]]" button (reflecting that while you might want to jump off, or climb down, you're unlikely to want to ''step'' off the edge). Alternatively, a game may let the player go straight off the edge, but automatically spin around and [[ClimbSlipHangClimb hang from it]]. Or, to make absolutely sure, it could flat out slap an InvisibleWall in front of you.

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Edge Gravity can be implemented as simply as having the motion of a player character halt momentarily when an edge is reached; it may be indicated by having the character teeter on the edge. Games which use analogue controls may require that the player [[RunDontWalk extend his their control to maximum]] to cross the edge, or even press the "[[JumpPhysics jump]]" button (reflecting that while you might want to jump off, or climb down, you're unlikely to want to ''step'' off the edge). Alternatively, a game may let the player go straight off the edge, but automatically spin around and [[ClimbSlipHangClimb hang from it]]. Or, to make absolutely sure, it could flat out slap an InvisibleWall in front of you.
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15th Oct '16 9:23:36 PM nombretomado
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* Followed to the point in ''FinalFantasyCrystalChronicles: The Crystal Bearers'' when the player tries to run Layle off a cliff to a fatal drop; he will fall for a bit then use his gravity-bending powers to pull himself back up from the last thing he fell off of.

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* Followed to the point in ''FinalFantasyCrystalChronicles: ''VideoGame/FinalFantasyCrystalChronicles: The Crystal Bearers'' when the player tries to run Layle off a cliff to a fatal drop; he will fall for a bit then use his gravity-bending powers to pull himself back up from the last thing he fell off of.
15th Sep '16 9:08:28 AM huhman1214
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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.

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* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when your you're at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.
9th Sep '16 10:05:12 AM shoruke
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[[folder:MMORPG]]
* In ''VideoGame/BlackDesertOnline'', your character will teeter over edges for a moment before walking off, even if you're sprinting. Enforced if you're riding a [[ScrappyMechanic horse that knows the Caution skill]]; they will adamantly refuse to walk off any ledge that will inflict even a scrath worth of fall damage, meaning that if you ''really'' want to get your horse down that cliff, you'll have to take a flying leap and take a lot of fall damage, rather than shimmy down the cliff at an angle and take a few scratches worth.
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2nd Sep '16 5:15:54 AM REV6Pilot
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* In every game of the ''VideoGame/{{Unreal}}'' series, the player can't fall off a ledge when not running, though the implementation of it is odd enough that you can, for instance, crouch-walk far enough that you're levitating in the air just past a ledge, only to suddenly fall off of it when you let go of the crouch button.

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* In every game of the ''VideoGame/{{Unreal}}'' series, the player can't fall off a ledge [[RunDontWalk when not running, running]], though the implementation of it is odd enough that you can, for instance, crouch-walk far enough that you're levitating in the air just past a ledge, only to suddenly fall off of it when you let go of the crouch button.
13th Aug '16 8:37:08 PM nombretomado
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* Present in ''DissidiaFinalFantasy'', dodging towards an edge will hang the character on it, you'll have to dodge again, or jump before dodging, if you want to get out of this (however, you can just walk off, but dodging is a no go)

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* Present in ''DissidiaFinalFantasy'', ''VideoGame/DissidiaFinalFantasy'', dodging towards an edge will hang the character on it, you'll have to dodge again, or jump before dodging, if you want to get out of this (however, you can just walk off, but dodging is a no go)
30th Jul '16 3:49:42 AM Morgenthaler
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* In ''UltimaVIII: Pagan'', there were three speeds to move at: a careful tiptoe, a walk, and a run. You could only actually fall off a cliff at a full run. Attempting to tiptoe (and maybe walk) off a cliff stopped movement, and had the character teeter at the edge, saying "Whoah!"

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* In ''UltimaVIII: ''VideoGame/UltimaVIII: Pagan'', there were three speeds to move at: a careful tiptoe, a walk, and a run. You could only actually fall off a cliff at a full run. Attempting to tiptoe (and maybe walk) off a cliff stopped movement, and had the character teeter at the edge, saying "Whoah!"



* The first 3 ''{{Wild ARMs}}'' games have the character teeter if you want towards an edge. You can then choose to jump down or not. If you're running, however, you automatically jump down. However, if there's a BottomlessPit below the edge, you just fall. Go figure.

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* The first 3 ''{{Wild ''VideoGame/{{Wild ARMs}}'' games have the character teeter if you want towards an edge. You can then choose to jump down or not. If you're running, however, you automatically jump down. However, if there's a BottomlessPit below the edge, you just fall. Go figure.
3rd Jun '16 2:01:42 PM Prfnoff
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* In ''Escape from the Planet of the Robot Monsters'', if you wander off of a platform, you'll turn around and hold onto the edge with your arms.
30th May '16 6:15:57 AM TheOneWhoTropes
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* Contrasting ''VirtuaFighter'', who standardized the concept of {{Ring Out}}s in fighting games, the ''[[VideoGame/SoulSeries Soul]]'' series doesn't allow you to walk off the edge of a ring without being pushed out or at least doing something yourself that would cause you to go over (like sliding over the edge or jumping out).

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* Contrasting ''VirtuaFighter'', ''VideoGame/VirtuaFighter'', who standardized the concept of {{Ring Out}}s in fighting games, the ''[[VideoGame/SoulSeries Soul]]'' series doesn't allow you to walk off the edge of a ring without being pushed out or at least doing something yourself that would cause you to go over (like sliding over the edge or jumping out).
28th May '16 9:44:23 PM nombretomado
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* In ''Franchise/TombRaider'', the player can choose whether to walk (by pressing Shift while playing on PC or the R1 button while on PS1) or run. When walking, Lara will not walk off an edge.

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* In ''Franchise/TombRaider'', the player can choose whether to walk (by pressing Shift while playing on PC or the R1 button while on PS1) [=PS1=]) or run. When walking, Lara will not walk off an edge.
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