Hi, I decided my platformer needed "coyote jump" (where there is a short grace period after player falls off a platform where they can still jump) for game feel, so I implemented it using this tutorial:
youtube.com/watch
The problem is, because that technique uses setting a vector Y property for the jump, rather than the platform behaviour's default jump it can't access the platform behaviour's jump sustain properties, resulting in a jump that is always the same.
I'm wondering if anyone has any tips on how I could get the coyote jump working, but also be able to have jump sustain. A lot of the fairly well established platform games of the past few years appear to have both features and it helps a lot with game feel. Has anyone managed to achieve both in construct?
It also seems like a really good feature to add to the default platform behaviour.
Thanks!