Posted By
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Message
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Marvel Hero
Registered 15/08/2003
Points 412
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1st November, 2003 at 17:33:17 -
Does anyone know how to make a characters jump hieght dependent on how long the jump buttons pressed?
n/a
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ShadowCaster Possibly Insane
Registered 02/01/2002
Points 2203
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1st November, 2003 at 19:31:51 -
It's a bit trickey if you havent done it before. Someone might know a faster/easier way...?
I do it by setting up an alterable value to store how long the key can be pressed for... It's sort of hard to explain, so I'll upload an example..........
Mike
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
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ShadowCaster Possibly Insane
Registered 02/01/2002
Points 2203
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1st November, 2003 at 19:53:42 -
Bleh, there's a problem with the new beta that's come out, when I try to do it MMF crashes. I'll have to report it and get back to you on that example.
Mike
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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2nd November, 2003 at 03:19:41 -
If you don't mind not using your own custom engine, use the PMO that can implement variable jumping.
Or custom:
~pressed ctrl - alterable value a = 10
~repeat while ctrl is pressed - alt.b = alt.b + 1
+altb<20
player collides with ground - alt.b = 0
Then just add your own gravity and that should work, providing you use alterable val a as your jumping counter. Btw i just thought of this then and i haven't tested it so it might not work :/.
-Andy
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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ShadowCaster Possibly Insane
Registered 02/01/2002
Points 2203
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2nd November, 2003 at 03:57:41 -
Andy: That's more or less what I do.
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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2nd November, 2003 at 10:56:38 -
i got a tut on my site
http://www.geocities.com/algamesuk/vj.zip
thats one possible way
.
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Keatonian
Registered 15/07/2002
Points 571
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2nd November, 2003 at 11:05:36 -
Have A for Vert movement and C for jump counter.
Bottom collider overlapping ground:
Set A to 0
Set C to 5
Set Flag 1 On
Always:
Set Y pos of player to (Y pos + A)
Repeat while pressing shift:
+C is greater then 0
+Flag 1 is on
+every 4/100 second
Subtract 1 from C
Subtract 1 from A
Bottom collider is not touching ground:
+ (X) Repeat while pressing shift
Set Flag 1 off
Simple as Pie (and pie is easy)
AA: is that what you said? I tried to explain it more
deeply if so. Otherwise I post this as another way.
(PS: I left B for Horz movement)
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
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Kris Possibly Insane
Registered 17/05/2002
Points 2017
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2nd November, 2003 at 11:27:08 -
from what ive heard pie can be quite difficult
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G
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Keatonian
Registered 15/07/2002
Points 571
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2nd November, 2003 at 11:44:06 -
Even if its hard for you, its worth it
-Above post is ancient and probably irrelevant-
An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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2nd November, 2003 at 15:37:24 -
It's not that hard, just have to think around clickteam products. Make sure it's only done when the jumping animation is playing, otherwise the character will float slowly towards the ground.
Craps, I'm an old man!
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