ome6a1717's Recent Forum Activity

  • 7Soul - I think you're right about toying around with the values. Setting Player.Jump to 0 on the Space is Pressed event doesn't seem to fix the issue. I think it's because of the "character overlapping floor > set jump to 10" event.

  • 7Soul - Thanks for doing this. A couple things I noticed in this - if you spam space bar, it will do a double jump BOTH at an impulse of 8. Also, if you just tap it, the jump launches too high instead of something like super meat boy (ie. barely jumping off the ground). I'm wondering if it's impossible to re-create a platform like jumping system using physics?

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  • 7Soul - Sorry about that; try this link:

    PhysicsExample

  • Here is the example

    Thanks, 7Soul!

  • Ok I think I got the bouncing to work - the only issues with it now is that if you spam the space bar on first jump, it occassionally will "double jump" (not high, it's just not a smooth jump). Also, if you hold down the space bar, every time the player hits the ground, it immediately jumps again.

    As far as the second problem I'm having with the accelerated jump - increases the impulse would mean I can't set it so if you tap the space bar, it does a small jump, and if you hold down the space bar, it jumps to its full value. That feature is pretty important in my game.

    Any ideas?

  • Hmmm...I'm having trouble getting this to work properly. The problem is that when the player is overlapping with the floor, it continuously sets canJump to 10 depending on the offset. If the offset is set too low, it doesn't work properly with the bounces, but if it's set too high, the canJump variable stays at 10 until it's far enough "away" from the floor which results in random jump heights.

    I tried adding a "trigger once" under the overlapping floor; set canJump to 10 event, but that seems to break it further...

  • 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!

  • Sorry to rebump this - but I still haven't been able to figure this out. Disabling the entire ELSE event tree doesn't seem to fix anything, either. If I set to play an animation while an instance variable is true, will it mess up because it's trying to loop?

    Also, the instance variable is found in the family of the object - that shouldn't make a difference; right?

  • ...you could also try adding a condition to that event that says if the animation is NOT already playing, and the bandit is attacking, then play the attack animation.

    Strangely enough, adding this line makes it so on the 2nd time the bandit attacks, it stays stuck on the 1st frame until I hit the bandit (which resets the attack/chase parameters)

  • rogueNoodle - I set attacking to false only at the end of the attack animation and chasing to true (so incase the player stays within 100 pixels, it "restarts" the attack animation). I've even set up a text box with every #/text variable it's affecting to make sure and everything looks fine.

    I'll try the <if animation is NOT playing> tactic, but any other ideas would be greatly appreciated. I'm completely stumped on this one!

    Thanks!

  • This code makes it so the bandit does an attack animation when you are within 100 pixels from it. The first time the attack animation occurs, it works, but the second time the attack animation occurs, the first frame is drawn out by 4-5 times its length. After the second time, the animations works as expected continuously.

    Can anyone see anything I'm doing wrong here?

    <img src="http://stevemazzaro.com/OM6A/Scirra/BanditAnimation.PNG" border="0" />

    I have an event below that you cannot see that basically says if bandit is Attacking, Set Animation to "Attack". Below that I have On Animation "Attack" finished, Set Attacking to false and Chasing to true.

    Any help would be greatly appreciated. Thanks!

  • How would you do this is you had multiple instances of the same object?

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ome6a1717

Member since 12 Feb, 2013

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