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Thread: Making a Character Jump without using "Platform"

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    Making a Character Jump without using "Platform"

    Is there a way to make a character jump while using eight directional movement? If not, how do I setup a custom jump while having the option to move like an 8 directional character?

    Thanks!

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    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module

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    Re: Making a Character Jump without using "Platform"

    Though I'm not entirely sure about this, you probably are going to have to have some sort of fastloop moving the character up a certain number of pixels.

    If you want the character to jump between varying heights you are going to need sensors or some other form to detect where a player is according to the height levels he/she is trying to access.

    I'd love to elaborate but my forte isn't really fastloops, at least not yet.

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    Re: Making a Character Jump without using "Platform"

    what is it that you are trying to achieve? could you be more specific?

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    Re: Making a Character Jump without using "Platform"

    We gave you plenty of information before in this thread. What more do you want??
    Working as fast as I can on Fusion 3

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    Hi, I have this exact same issue and that link you posted is now dead.

    Is there another link for a tutorial concerning this?

    I want my character to move in eight directions so that the background is the solid ground.
    I don't want my character dropping to the bottom of the background.

    The background I'm planning is similar to the one in the original Zelda and I want my character to be able to jump.

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    Clicker Fusion 2.5 DeveloperSWF Export ModuleXNA Export Module
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    This is very basic, it's not exactly a smooth jump, but you'll learn more if you take the time to research doing something other than a sharp triangle jump.

    Use two objects. The first object is just a square, it signifies your collision detection. Set the 8 directions movement to that and set it to be invisible.

    The second object is your sprite, the actual graphics of your character. In an Always event set the sprites X position to the X position of the collision detector and the sprites Y position to the Y position MINUS an alterable value (we'll call it, jump). (don't use the 'set position command' do the separate set X and set Y commands)

    Now for your 3 jump events. The first one is your trigger. For instance, 'upon pressing spacebar' and when the jump value is = to zero, set a second value, we'll call it "jump duration" to how ever long you want your jumps to last (it will be double this amount, just set it to 10 for now. If you want, you can set this to another alterable value to easily change later).
    On the next event, the condition will be if the jump duration is greater than 0, and the action will be to add 1 to the jump value and subtract one from the jump duration. This will cause the sprite to move upwards, and the jump duration to count down.
    Finally, the next event is when the jump duration equals zero, but the jump value is greater than zero, it will simply subtract 1 from the jump value.
    So essentially when you hit the spacebar and the character is standing on the ground, it will give the character a bit of force. When that force is still there, it throws the character upwards, and when it empties out it brings the character back down. And since all your collision detection/movement is on a separate object, the jump will cause nothing to happen to it.
    From there you should be able to improve on the system to make it smoother, there are tons of programming tutorials through out the internet, and you don't necessarily have to limit yourself to clickteam specific examples. Learning some trig and physics goes a long way in this regard.

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