Platform Behavior: Jump Sustain

This forum is currently in read-only mode.
From the Asset Store
A pack of 76 platform designs for a platformer game with a mushroom/jungle theme
  • Hey, I was wondering if in the next update there could be an option in the 'jump action' of the platform behavior to keep your jump sustain time. Right now, it just ignores the jump sustain settings. This could be useful if your making a mario game and you want to keep your jump hold time when jumping on a goomba or another enemy. By the way im using construct version 0.99.82.

  • Hmm, last time I had a play around with that jump sustain, it worked fine. Have you tried increasing the amount?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm talking about the [jump action]. I made an example to help describe what I mean.

  • seconded, this has pissed me off quite a few times when i wanted it but didn't have it, never got around to posting it as a "bug"

  • Without it, you can't customize jumping (doing it with events) and still have jump sustain.

    Explanation for those who don't get it:

    When you put the action:

    Z is pressed, Is on Ground (or something like that so you don't float into space)

    +Jump

    You can't use Jump Sustain. So if you want to set up some fancy double jumping (which needs events with Jump Action) you can't have jump sustain. When you hold down Jump Key normall, it will use jump sustain, but never if the jump is triggered with events.

  • seconded, this has pissed me off quite a few times when i wanted it but didn't have it, never got around to posting it as a "bug"

    It would be nice, but it's not really a bug (and yeah I got that you had it in quotes ). Jump sustain works directly from input, so when you press Jump control, it can calculate how long you're holding down the control. When you use Jump action, there is no control involved, and so there is no way for it to know how long you have the control held down, or if you even have it held down at all.

    Of course David might be able to work it into the behavior if you were to ask. As far as I know though he's still busy with school at the moment.

  • I imagine it would work like this:

    + Mouse and Keyboard - Shift is down

    - Hero - User is holding jump in air

  • you can fake jump sustain with events, so i don't think it's a big deal.

  • You shouldn't have to fake it if it is already a built in feature...

  • You shouldn't have to fake it if it is already a built in feature...

    Agreed.

    you should have access to all actions of the behavior (or we're no better than CT j/k)

  • > You shouldn't have to fake it if it is already a built in feature...

    >

    Agreed.

    you should have access to all actions of the behavior (or we're no better than CT j/k)

    Maybe it's due to having just woken up, but what's CT?

  • Clickteam.

  • ClickTeam?

    Edit: curse you, Dreadeye! I shall defeat you one of those days!

  • Clickteam.

    Ahhh ok, thanks!

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)