Re: Problems with Gravity.
Did you read the entire tutorial? Also, that tutorial (this is other people's opinion) may be a little advanced for someone new.
Re: Problems with Gravity.
The tutorial does use some fairly advanced ideas for people completely new to programming, but it sounds like you have a fairly good understanding of what's going on.
You're right that you can't move an object by less than a pixel per frame - the idea of counting off a value every frame and only allowing a change when that's a certain value will work - I use that in a few places myself when moving 1 pixel per frame is still too fast. However, it might be easier in this case to just lower the amount that the gravity variable is increased per frame (I think it's 0.7 in the tutorial, from memory...) - alterable values can hold values that aren't whole numbers!
There was someone making a Mega Man game like this ages ago - to get completely accurate jumps to the original movement, what he did was to record the jumps in an emulator, then counted the pixels to see how far the player character moved on each frame.
And welcome to the forums, and MMF2 :)
Re: Problems with Gravity.
Yes, that's hwat I meant because later in the tutorial, you change grav from always adding 1 to adding 0.5 or something.
Re: Problems with Gravity.
Thank you for the answers. I've edited some values and I think I reached almost the same jumping height and speed. Now I'm looking for A.I. tutorials or something because I need to add movement to an enemy.
Also, I'm maybe a noob in MMF2 but I have time editing and programming SMW (Super Mario World from SNES), and I have some knowledge since some things are the same.
And a screenshoot of what I've done:
http://img245.imageshack.us/img245/8644/shoot.png
EDIT: I don't know hy the picture is rezised. Anyway there is the original link in the original size: http://img245.imageshack.us/img245/8644/shoot.png