History Main / LadderPhysics

18th Sep '16 4:08:37 AM Morgenthaler
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* ''VideoGame/FirstEncounterAssaultRecon'' takes the most realistic approach to the ladders in its thirst for averting FirstPersonGhost: your character is shown mounting the ladder from either up or down, you can see your arms and legs gripping it as you climb. As you might expect, even looking any further than 60º away from the ladder's vertical axis is essentially impossible. However, you can harmlessly break a fall by grabbing on to one, and your character will simply place himself on it just like if you'd grabbed it while standing on the ground - this is rarely noticeable aside from a certain bit at the end of ''Extraction Point'', the first game's first expansion pack.

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* ''VideoGame/FirstEncounterAssaultRecon'' takes the most realistic approach to the ladders in its thirst for averting FirstPersonGhost: your character is shown mounting the ladder from either up or down, you can see your arms and legs gripping it as you climb. As you might expect, even looking any further than 60º away from the ladder's vertical axis is essentially impossible. However, you can harmlessly break a fall by grabbing on to one, and your character will simply place himself on it just like if you'd grabbed it while standing on the ground - this is rarely noticeable aside from a certain bit at the end of ''Extraction Point'', the first game's first expansion pack.



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18th Sep '16 2:45:57 AM Morgenthaler
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* ''LegacyOfTheWizard'', where it was a matter of course just to jump up all those zillions of long ladders you face, since it's faster than just pressing Up.

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* ''LegacyOfTheWizard'', ''VideoGame/LegacyOfTheWizard'', where it was a matter of course just to jump up all those zillions of long ladders you face, since it's faster than just pressing Up.
7th Aug '16 1:40:30 PM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', your character runs up ladders instead of climbing them (similar to the ''VideoGame/HalfLife'' example). Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but originally had no real way of fixing the ladders without breaking the pace. Solution? They replaced almost every ladder in the game with gravity lifts in ''VideoGame/{{Halo 2}}''. The ladders made a few reappearances in the ''VideoGame/{{Halo 3}}'', but have been absent ever since.

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* ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', your character runs up ladders instead of climbing them (similar to the ''VideoGame/HalfLife'' example). Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but originally had no real way of fixing the ladders without breaking the pace. Solution? They replaced almost every ladder in the game with gravity lifts in ''VideoGame/{{Halo 2}}''. The ladders made make a few reappearances in the ''VideoGame/{{Halo 3}}'', 3}}'' campaign, but have been absent ever since.
7th Aug '16 1:39:53 PM UmbrellasWereAwesome
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* Similar to the ''VideoGame/HalfLife'' example, in ''Franchise/{{Halo}}'', Master Chief and the Arbiter run up ladders, not climb them. Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but have no real way of fixing the ladders without breaking the pace. Solution? They've replaced practically every ladder in the game with gravity lifts. The ladders make a reappearance in the ''Halo 3'' campaign.

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* Similar ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', your character runs up ladders instead of climbing them (similar to the ''VideoGame/HalfLife'' example, in ''Franchise/{{Halo}}'', Master Chief and the Arbiter run up ladders, not climb them.example). Which means not only can you climb and shoot, you can let go and climb back up, so long as your character's looking up. The developers realized the inherent silliness of this trope, but have originally had no real way of fixing the ladders without breaking the pace. Solution? They've They replaced practically almost every ladder in the game with gravity lifts. lifts in ''VideoGame/{{Halo 2}}''. The ladders make made a reappearance few reappearances in the ''Halo 3'' campaign.''VideoGame/{{Halo 3}}'', but have been absent ever since.
26th Jul '16 11:17:52 PM Karxrida
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* Climbing up a ladder in ''Jak3Wastelander'' works pretty much exactly like in real life. If you walk up to one you automatically put your weapon away to grip the sides with both hands.

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* Climbing up a ladder in ''Jak3Wastelander'' ''VideoGame/Jak3Wastelander'' works pretty much exactly like in real life. If you walk up to one you automatically put your weapon away to grip the sides with both hands.
9th Jun '16 7:56:24 AM StFan
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* The earlier ''Franchise/{{Castlevania}}'' games, while lacking in ladders, had stairs that behaved rather frustratingly: you couldn't jump on or off of them (until the SNES ones), and often you were attacked by GoddamnedBats as soon as you were situated atop them (though they at least couldn't [[LedgeBats make you fall to your doom]] while you were "glued" to the stairs). Even in the SNES games, it's still possible to fall ''through'' the stairs if you don't explicitly press Up or Down to climb them; this often results in death.
** ''VisualNovel/{{Snatcher}}'' on the Sega CD firmly lampshades this with a conversation between the main characters about teenage suicide rates in regards to ''Castlevania'''s stairs.
* ''VideoGame/{{La-Mulana}}'' has very frustrating ladders: while you can use your weapons (main weapons, at least) while on ladders, you have to start climbing them from the bottom or the top; you can't jump or even ''walk'' onto the middle of ladders. You can't jump off ladders, either, but taking any hit while on a ladder, usually from [[CollisionDamage colliding]] with GoddamnedBats, sends you falling to the bottom. You also can't climb down a ladder if its top is the foot of the screen above it, which makes it easy to get caught in traps.
** ''MazeOfGalious'', which ''La-Mulana'' is largely derived from, is much the same way with ladders.

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* The earlier ''Franchise/{{Castlevania}}'' games, while lacking in ladders, had stairs that behaved rather frustratingly: you couldn't jump on or off of them (until the SNES ones), and often you were attacked by GoddamnedBats as soon as you were situated atop them (though they at least couldn't [[LedgeBats make you fall to your doom]] while you were "glued" to the stairs). Even in the SNES games, it's still possible to fall ''through'' the stairs if you don't explicitly press Up or Down to climb them; this often results in death.
**
death. ''VisualNovel/{{Snatcher}}'' on the Sega CD firmly lampshades this with a conversation between the main characters about teenage suicide rates in regards to ''Castlevania'''s stairs.
* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has very frustrating ladders: while you can use your weapons (main weapons, at least) while on ladders, you have to start climbing them from the bottom or the top; you can't jump or even ''walk'' onto the middle of ladders. You can't jump off ladders, either, but taking any hit while on a ladder, usually from [[CollisionDamage colliding]] with GoddamnedBats, sends you falling to the bottom. You also can't climb down a ladder if its top is the foot of the screen above it, which makes it easy to get caught in traps.
** ''MazeOfGalious'', * ''VideoGame/MazeOfGalious'', which ''La-Mulana'' is largely derived from, is much the same way with ladders.
14th May '16 10:30:05 PM valos
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* One of the many, many things that made ''VideoGame/{{Daikatana}}'' so infamous was the wonky ladder physics. Trying to climb down without dropping off a ledge entirely was almost as difficult as trying not to kill yourself by self-inflicted friendly fire. Predictably, the worst of it was in the EarlyGameHell.
25th Apr '16 11:12:42 AM erforce
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* ''ProjectIGI'', a FPS, did third-person, unarmed ladder climbing back in 2000.

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* ''ProjectIGI'', ''VideoGame/ProjectIGI'', a FPS, did third-person, unarmed ladder climbing back in 2000.



* ''VideoGame/TimeSplitters: Future Perfect'' would zoom out to a 3D view of Cortez climbing the ladder realistically, during which you couldn't really do anything except go up or down. You never really need to fire and climb at the same time anyway, so it's more a neat little graphical trick than an attempt at realistic gameplay (this is ''Time Splitters'', after all).

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* ''VideoGame/TimeSplitters: Future Perfect'' ''VideoGame/TimeSplittersFuturePerfect'' would zoom out to a 3D view of Cortez climbing the ladder realistically, during which you couldn't really do anything except go up or down. You never really need to fire and climb at the same time anyway, so it's more a neat little graphical trick than an attempt at realistic gameplay (this is ''Time Splitters'', ''[=TimeSplitters=]'', after all).



* ''FarCry 2'' doesn't have very many ladders, but yes, you climb them pretty realistically and can see your arms grabbing the rungs.

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* ''FarCry 2'' ''VideoGame/FarCry2'' doesn't have very many ladders, but yes, you climb them pretty realistically and can see your arms grabbing the rungs.
17th Feb '16 3:46:33 PM Snipertoaster
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* ''VideoGame/{{Vanquish}}'' takes the same approach to ladders as ''VideoGame/GodHand'' (incidentally, the two games were developed by [[Creator/PlatinumGames the same company]] by having Sam Gideon leap to the top of ladders rather than climb them.
1st Jan '16 4:01:15 AM REV6Pilot
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* The ladders in ''VideoGame/QuakeII'' are like glue: once you're attached to them, there's no way in Hell you're going to get off unless you've reached the top or bottom. Need to jump off? Not bloody likely.

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* The ladders in ''VideoGame/QuakeII'' are like glue: once you're attached to them, there's no way in Hell you're going to get off unless you've reached the top or bottom. Need to jump off? Not bloody likely.likely unless you're playing on a source port.



* ''VideoGame/FirstEncounterAssaultRecon'' takes the most realistic approach to the ladders in its thirst for averting FirstPersonGhost: your character is shown mounting the ladder from either up or down, you can see your arms and legs gripping it as you climb. As you might expect, even looking any further than 60º away from the ladder's vertical axis is essentially impossible.

to:

* ''VideoGame/FirstEncounterAssaultRecon'' takes the most realistic approach to the ladders in its thirst for averting FirstPersonGhost: your character is shown mounting the ladder from either up or down, you can see your arms and legs gripping it as you climb. As you might expect, even looking any further than 60º away from the ladder's vertical axis is essentially impossible. However, you can harmlessly break a fall by grabbing on to one, and your character will simply place himself on it just like if you'd grabbed it while standing on the ground - this is rarely noticeable aside from a certain bit at the end of ''Extraction Point'', the first game's first expansion pack.
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