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Thread: Hmm, custom jumping

  1. #11
    Clicker Multimedia Fusion 2SWF Export Module
    Jacob's Avatar
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    It is working exactly as it is supposed to. You are moving it upwards 1 pixel each loop, and running 100 loops per frame. This moves it up 100 pixels in a single frame.

  2. #12
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    KLiK-iT's Avatar
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    It's kinda weird because the fall part works perfect. The way the code is,..is you have the jump height set at 100,.so it will always be a 100 pixel move. The way it is setup I don't think it will work and I have no idea what could be done to cure it. Sorry...

  3. #13
    Clicker Multimedia Fusion 2 Developer

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    I've tested your method with looping, and I can't really find a way to make the loop go over several frames, so I don't think that there is a way to avoid the instant 100 pixel thing when using loops :/

    The way I've always done it to make custom jumps, is to have a value that tells if the player is jumping or not. Then, I have one value that constantly pulls the player down when he is in the air, and one value that pushes the player up. When you increase the pull-value, the character will slowly stop in the air, and as the pullpower gets bigger than the pushpower, the character gets pulled faster and faster towards the ground. That's how I did it in my flash games earlier, and I have tested it to work fine on MMF2 too

  4. #14
    Clickteam Clickteam
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    Normally you have an X Velocity and a Y Velocity, and you just add them to the current X and Y positions. To jump you would set the Y Velocity to a negative value, and for gravity you just add the amount of gravity you want to the Y Velocity. Left and Right acceleration/deceleration is simple as adding/subtracting to/from the X Velocity based on the keys held.

    You never need to loop unless you plan for the Y Velocity absolute value to be higher than the height of the character or the X Velocity absolute value to be higher than the width of the character. And, of course you would loop to get the character unstuck from things during the move.
    Working as fast as I can on Fusion 3

  5. #15
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    I am just trying to make an all-loop movement because i want to test out my knowledge of fastloops. This should be working fine, though, shouldn't it? All the others are smooth and one pixel by one pixel, and they are programmed exactly the same. Why is the jump the only one that skips??

  6. #16
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    Never mind, i tested 100 with movespeed and it did the same thing. D; oh well. I'll try your method Yikes! Although i kind of want to develop an original movement

    thanks for everybody's help!

    Gawd, i love this forum.

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