Has anyone managed to figure out how to implement a proper modern jump system with physics for a platform game?
I'm currently using a system like this:
Space is DOWN
-----Jump =/ 0 > Apply Impulse to Player.Jump*45
Space is PRESSED
-----Jump = 0
----------Player is Overlapping Floor at offset (0, 10) > Set Player.Jump to 3
Jump > 0
----Every 0.1 seconds > Subtract 1 from Jump
With this system, you can jump at varying heights based on the duration of the space bar being pressed, and it won't jump while you're in the air.
The problem with this system is that if you have bounciness on (which looks weird with it off), it's difficult to set a jump if you're moving quickly and jumping from platform to platform. Also, you can "jump" off the sides of platforms. Also, the jump doesn't feel like a jump - it feels more like you're slowly accelerating up whereas a jump feels like a fast impulse (as if you were to just do a Space is Pressed > Set Impulse to X).
Does anyone have another system that would work for something like this?
Thanks!