Wraithforge's Recent Forum Activity

  • The man himself. :) Thanks for the feedback. Really appreciate it. I'm still in the same boat, however.

    What happens is, the object pushes away from the wall in the X axis, then it stops, and continues to move straight up in the Y axis, until apex. Like an L shape movement.

    I need some way to tell the object to continue moving away from the wall, until player input is restored.

    I've got a few ideas, but they seem overly complicated. The price I pay for being a newbie. ;)

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  • Ha! I knew it was something super simple. I was overthinking it. Thanks for the help!

  • I?ve been testing wall jump mechanics. Currently I?m playing with this tutorial. scirra.com/tutorials/452/platformer-enhancements-wall-jumping

    My problem is that the player has too much control up front. Here?s what I want to test out:

    -Player performs a wall jump

    -Character object moves on it?s own, until the jump reaches it?s peak. (Player has no control until this happens.)

    -Once peak jump is reached, control is given back to the player.

    Sure, I can easily take away player input, but I don?t know how to make the player object continue moving. It just pops slightly away from the wall, and stops.

    It?s this sort of popping away behavior that?s bugging me. I want the jump to follow through, automatically.

  • I've solved a TON of my own problems, but this one simple thing is escaping me...

    When using the platform behavior, what are the best ways to completely stop momentum. I want to bypass deceleration under certain conditions. Just simply, outright, stop.

    I killed upward movement with a jump cap, and I could probably do that for horizontal movement, but I feel like there's got to be better ways to just stop.

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Wraithforge

Member since 14 Mar, 2013

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