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

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    Variable "Jump Strength" (Height) for platformer

    Hey (first post),

    I'm trying to remake a NES platform game as accurately as possible movement-wise. In the game, like many others, the height of your jump depends on the length of time you hold the key.

    I've tried to do this with events myself and it introduced all kinds of bugs. I've never seen anyone else successfully pull it off in an MMF game.

    Is there a platform movement extension I can use or a simple method which will allow me to do this?

    Rich

    Edit: I'm still using MMF 1.5 atm I appreciate I may need to ask for the new version.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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

    If you're remaking a NES game you would be better off coding a platform movement yourself which will support what you want.

    I would link you to the old file archive at http://clickteam.com/CTforum/ but SOMEBODY thought it would be prudent to delete the old forum completely. Please buy MMF2 asap and we'll all be able to help you more easily.

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

    What do you mean "coding a platform movement yourself"?

    Making my own extension in C++?
    Or using the event editor to make all the movements from scratch?
    Or adding my own events using the event editor on top of MMF's default platform movement?

    Presumably you mean making an extension but I wouldn't have the fogiest idea how to do that as I don't know C++. I have a book on Java and can code simple programs in that, would it be that difficult for me to learn enough C++ to make this extension?
    Is there already an extension which allows this?

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

    You can "code" your own movement inside of MMF.

    Do not use MMF's default platform movement. It's not good.

    Because you're using 1.5 and pretty much all support for it is gone, but if you upgrade to 2.0 then there will be way more resources for you to use, and I would be able to give you some examples.

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

    he means the second. The best way is to use the set X and Set Y Position actions to manually handle movement. You can use Alterable values to store X and Y Acceleration and Velocity, and manually check to see when your object is hitting other things and such.

    It is a bit complicated, but it isn't too bad...

    -Andy

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

    There's a platform movement extension, the Platform Movement Object (available for MMF1.5 as well, I think it's in the first bonus pack). This object supports variable height jumps "out of the box", too.

    You can also use the Event Editor to manually make a platform movement - there are a couple of tutorials for this on the Tutorials page on the right sidebar.

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

    Here's what I've done so far, if anyone's interested.

    http://www.youtube.com/watch?v=JstkTdHRaSE

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

    Quote Originally Posted by Sebaceous
    Here's what I've done so far, if anyone's interested.

    http://www.youtube.com/watch?v=JstkTdHRaSE
    That looks pretty cool

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

    Quote Originally Posted by Shawn
    Quote Originally Posted by Sebaceous
    Here's what I've done so far, if anyone's interested.

    http://www.youtube.com/watch?v=JstkTdHRaSE
    That looks pretty cool
    I agree. That looks very well done.

    stephen1980
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    Re: Variable "Jump Strength" (Height) for platformer

    The simplest way to do it seemed like this:

    Set a high jump strength (the maxiumum jump you want) on the default platform movement object.

    Create an event as follows:

    Conditions:
    * Repeat while (JUMPKEY) is NOT being pressed
    * (Platform object) Y position is less than (Y)

    Actions:
    * (Platform object): Stop

    This works but this results in a more sudden fall at lower heights than desired.

    Is there a slightly smarter event that would sort this without needing to use an extension?

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