Formula to get the predicted Y-Axis from the Platform Jump?

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  • Hello, Does anyone know how to get the predicted Y-Axis gain from the Platform Behavior Jump?

    I'll make it a math problem to make it tidy.

    Given (On Jump):

    InitalY = 0

    FinalY = ?

    MaxSpeed = 660

    Acceleration = 1500

    Deceleration = 1500

    Jump Strength = 650

    Gravity = 1500

    Max Fall Speed = 1000

    Jump Sustain = 0

    I'm trying to find the Final Y-Axis. So guys can you give me the formula for this?

    Another thing, do both gravity and deceleration affect jump? or only gravity?

    Thanks.

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  • Well we discussed it a little while ago in this topic :

    turns out while C2 current formula (which will change and will solve the issue) isn't as accurate (it gives a slitghly higher and longer jump), you can use this to find a good ballpark value (later it will be almost perfect)

    in your case

    Jump Strength = 650

    Gravity = 1500

    so final Y = -H = -(JumpStrength^2)/(2*Gravity) = -140,8333...

    Just tested it, gives around -143.54 with the current behavior, -140.90 with the "corrected one"

    Also acceleration and deceleration only affect the X axis, JumpStrength, jump sustain and gravity affect the Y axis

    I nevered bothered to calculate with jump sustain though...

  • Well we discussed it a little while ago in this topic : viewtopic.php?f=146&t=180450

    turns out while C2 current formula (which will change and will solve the issue) isn't as accurate (it gives a slitghly higher and longer jump), you can use this viewtopic.php?f=146&t=128434&p=905081#p905081 to find a good ballpark value (later it will be almost perfect)

    I saw that topic. I thought it was referring to the Platform Behavior's Frame-rate Independence. I didn't know it was more than that.

    It's okay it doesn't matter to me even if the accuracy is off by +-25.

    > JumpStrength = T*Gravity
    JumpStrength = sqrt(2*H*Gravity)
    JumpStregth = 2*H/T
    
    Gravity = JumpStrength/T
    Gravity = (JumpStrength^2)/(2*H)
    Gravity = 2*H/(T^2)
    
    T = JumpStrength/Gravity
    T = 2*H/JumpStrength
    T = sqrt(2*H/Gravity)
    
    H = (JumpStrength^2)/(2*Gravity)
    H = JumpStregth*T/2
    H = Gravity*(T^2)/2
    [/code:2w7ew3ir]
    
    

    Wow these formulas were the ones I was looking for. Thank you very much! You were a big help.

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  • I saw that topic. I thought it was referring to the Platform Behavior's Frame-rate Independence. I didn't know it was more than that.

    It was a topic about pixel perfect jumping no matter the framerate but it turned into a topic about maths not being correct in C2.

    Wow these formulas were the ones I was looking for. Thank you very much! You were a big help.

    Glad those could help someone ^-^.

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