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Thread: Keyboard Timing repetition problem.

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module

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    Keyboard Timing repetition problem.

    Hello again everyone!

    Once more, I'm here with a question. Thanks, for starters, to everyone who's helped me so far! Now then, the problem is this.

    Here I have the main character, named fox, represented by a white block. He's able to go and complete the rapid key-stroke obstacle to the right of the start position without flaw.

    Though when one attempts to use the left method of travel, it has a minor glitch. What it does is this: You run to the left to the object "Hop Pad 1" and hit space. It sends you in an upward angle of the direction you're going. Once you reach "Hop Pad 2" you immediately rocket off to the upwards right direction if you're still holding down space.

    What I WANT to happen is this: After rocketing off of "Hop Pad 1" I want you to have to hit space again to rocket off of "Hop Pad 2" and not be able to just hold down the key to do so. I want it to be about proper timing, not holding one key down.

    See attached file for referenceWIP.mfa.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module

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    If anyone can help me with even the most complex of fixes I'd be happy. Just need a direction to go in!

  3. #3
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    nivram's Avatar
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    Not really sure what you are asking, but:

    Only one action when events loop, maybe.

    or

    key is pressed, every one second, maybe

    Would you give us more description of the problem you are having?

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module

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    I don't know what more I can say about it, to be honest.I thought my description was pretty clear.

    Basically, I want the player to have to hit space each time they want to interact with each different hop pad (When the space bar graphic pops up). But what I have so far is the player can just hold down space and it will automatically activate the trigger when each pad is hit. Think of it like in a Mario or Metroid game, how you can wall jump. If you just had to hold down the jump button, wall jumping would be easy as cake, but in those games you have to hit the jump button while against the wall after having hit it to jump up there in the first place.

    Something else that would help me is if anyone could tell me a clever way to pull off wall jumping.

  5. #5
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
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    Try unchecking Timer based movements in the frame properties

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    When you hit space bar to jump set some flag on. Until the space is released keep that flag on and prevent the user from rejumping.

    For instance:
    press space to jump?
    Flag 0 is off?
    -set flag 0 on

    negate (repeat while space is pressed)?
    -flag 0 off

    This way the user is unable to use any events requireing flag 0 on until he releases

    Here: https://dl.dropbox.com/u/14962632/Public1/WIP2.mfa

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module

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    Quote Originally Posted by Skyhunter View Post
    When you hit space bar to jump set some flag on. Until the space is released keep that flag on and prevent the user from rejumping.

    For instance:
    press space to jump?
    Flag 0 is off?
    -set flag 0 on

    negate (repeat while space is pressed)?
    -flag 0 off

    This way the user is unable to use any events requireing flag 0 on until he releases

    Here: https://dl.dropbox.com/u/14962632/Public1/WIP2.mfa
    Woah! Thanks a lot! I'll have to try this out some more when it comes to continuing the cycle of jumps.

    Such a simple fix too. Great thinking!

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