Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hey gang,


    It's been a while again, but I'm back with Fusion 2.5. My questions is regarding character jumping. I'm thinking about making a Pitfall/Donkey Kong esque game where the player character doesn't have as much control over the jump. Think old school games where you could only jump one way no double jumps or moving in mid air. How can I make the character just have that kind of feel? And I'm sorry if I'm not explaining it the way some will understand.

  • This depends on what movement you are using. I think the best way would be to only allow direction change when the player is on the ground. That way, the player can keep the direction pressed to jump farther in the same direction, but will not be allowed to change direction whilst in the air.

    If you are using the platform movement object, for example:

    Changing direction

    +Repeat while joystick moved left
    +Object is standing on ground
    -> User is holding left input key

    (repeat for pressed right)

    Moving in the air

    +Repeat while joystick moved left
    +Object is NOT standing on ground
    +Direction of player is left <<< The condition that prevents this from occurring if you are facing the opposite direction.
    -> User is holding left input key

    (repeat for pressing right)

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