History Main / EdgeGravity

8th Jul '17 3:43:54 PM nombretomado
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* In the MarioAndLuigi series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when 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.

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* In the MarioAndLuigi ''VideoGame/MarioAndLuigi'' series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
* VideoGame/DemonsSouls ''VideoGame/DemonsSouls'' and the VideoGame/DarkSouls ''VideoGame/DarkSouls'' games avert this completely. There is no tell when 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 Jun '17 3:13:59 PM nombretomado
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*** In the WiiU/3DS version running over the edge results in a sort of 'rolling off' manoeuvre where the character moves smoothly instead of awkwardly dropping.

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*** In the WiiU/3DS UsefulNotes/WiiU[=/=]3DS version running over the edge results in a sort of 'rolling off' manoeuvre where the character moves smoothly instead of awkwardly dropping.
29th May '17 8:51:45 PM nombretomado
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Early {{Sierra}} {{Adventure Game}}s were notorious for their lack of Edge Gravity (and for being [[HaveANiceDeath condescending]] toward any player who fell victim to a steep drop). Avoiding such drops was often difficult because of the camera angles and difficulty of depth perception in a 2D game with 16 colours.

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Early {{Sierra}} {{Creator/Sierra}} {{Adventure Game}}s were notorious for their lack of Edge Gravity (and for being [[HaveANiceDeath condescending]] toward any player who fell victim to a steep drop). Avoiding such drops was often difficult because of the camera angles and difficulty of depth perception in a 2D game with 16 colours.
3rd Jan '17 9:42:41 AM Morgenthaler
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* QuantumConundrum is sorely lacking in edge gravity, making for annoying FakeDifficulty.

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* QuantumConundrum ''VideoGame/QuantumConundrum'' is sorely lacking in edge gravity, making for annoying FakeDifficulty.
26th Dec '16 9:50:10 PM Averagemoe
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* Videogame/Wizard101 and Videogame/Pirate101 both have this everywhere, since jumping serves no real purpose and is basically just an emote.
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.

to:

* 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.
[[/folder]]
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.
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