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Thread: How does it look?

  1. #41
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    King_Cool's Avatar
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    Ok, now i suspect that you make your character jump by pressing a BUTTON.

    What you need to do is
    - When state Stopped or Walking is active, and pressing BUTTON, Turn FLAG on ( instead of jumping )
    - When FLAG is on, make character jump, and turn FLAG off
    - When falling state is active, and character is overlaping Enemy, turn Flag on

  2. #42
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    Jacob's Avatar
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    What? It definitely works. Unless you're using the default platform movement, there should be no reason why you'd be unable to accurately test for the vertical speed. You need a vertical speed to apply any sort of change to the Y position.

  3. #43
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    XStar's Avatar
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    I use a gravity, that pulls it down via Y-1, but I tried it, and it didn't work... Sorry! :/

    To King_Cool:

    What you need to do is
    - When state Stopped or Walking is active, and pressing BUTTON, Turn FLAG on ( instead of jumping )
    - When FLAG is on, make character jump, and turn FLAG off
    - When falling state is active, and character is overlaping Enemy, turn Flag on

    What you do to jump is double tap, but it should work the same, I'll give it a go!

  4. #44
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    You mean your gravity is a speed? As in it directly affects position? That's not the way to do it. Gravity is a force, which means acceleration. You should be adding gravity to a velocity value, which you then add to position. When an object falls, its velocity increases so it falls faster and faster, not a constant rate.

  5. #45
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    Konidias's Avatar
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    Quote Originally Posted by Jacob View Post
    You mean your gravity is a speed? As in it directly affects position? That's not the way to do it. Gravity is a force, which means acceleration. You should be adding gravity to a velocity value, which you then add to position. When an object falls, its velocity increases so it falls faster and faster, not a constant rate.
    Well, until it hits terminal velocity... which it would then fall at a constant rate. :p

    You don't want your character moving at the speed of light after a 10 second drop, lol.

  6. #46
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    Ooooh, speed of light. But the thing is, it has so little where to fall, I can keep it at a constant rate, and it wouldn't make a difference.

    King_Cool it works, but for the slimes, they should hit you on the side, which is what the other detectors for, but I can't seem to make it bounce back and flash.

    I tried an example, but it just made the character do this: 0 << 0, just switching X and Y.

    So what I did is try to make the character jump backwards, but the character will only bounce the direction your moving...

    So at the moment I'm stuck because the character can still run through enemies, no matter what I try to do!

    If you could help me one last time, I think, I can finally finish the first level and then design the others.

  7. #47
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    I tried an example, but it just made the character do this: 0 << 0, just switching X and Y.
    LOL what?

    So what I did is try to make the character jump backwards, but the character will only bounce the direction your moving...
    Didnt you say you were using a custom movement for your Player?
    Should he jump or bounce?

  8. #48
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    It was the flash and kickback example from Nivram's site, great example, but not right for this game.

    Technically he should "jump" backwards, but it'll actually bounce you back.

  9. #49
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    Are you sure you are using a custom movement ( and not a built in one )?

  10. #50
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    Yes, and now thanks to a bit of experimentation, I have solved the backwards jumping!

    I'd better get to designing the other levels!

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