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Thread: Variable "Jump Strength" (Height) for platformer

  1. #11
    Clicker Multimedia Fusion 2
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    Re: Variable "Jump Strength" (Height) for platformer

    use the Platform Widget made by Nifflas. It is exactly what you want.

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=117365#Post1173 65

  2. #12
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    Re: Variable "Jump Strength" (Height) for platformer

    Thanks. I've tried doing the movement from scratch, got it to work but the jump height was inconsistant. It randomly fluctuated by about 5 or so pixels, probably something to do with the fast loops or the "every 0.04 seconds add 1 to gravity".

    I'm now trying a complete sequence of Y co ordinate changes for each frame from the NES version. Long winded but surely will give me a consistent jump height. I'm also doing the movement from scratch to prevent 2 things:

    The "turbo button" effect of the jump key (Can hold it down).
    The slow-down effect of landing (due to the "stop" command).

  3. #13
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    Re: Variable "Jump Strength" (Height) for platformer

    Ah, I think I finally have done it. I don't think there's any way to mimic the NES game's movement as accurately in MMF as this. I've done it by doing the sad thing (as I mentioned above) of screenshotting an entire full strength jump on the emulator in 1% speed (slow enough to see each frame) then opening each of the 32 frames and comparing the position of megaman, noting down the Y difference and making a stream of 32 events each changing the Y position by the same amount as in the NES game. Then added an event so that when the jump key is released before the peak, the sequence jumps to a few frames before the dropping begins, in order to create an effect of deceleration.

    Ahhh.

  4. #14
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: Variable "Jump Strength" (Height) for platformer

    That's quite a creative way of doing it! I can't think of any other way to make it more accurate than that, either.

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