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Codemonkey

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5th December, 2007 at 16:18:29 -

I've made a really good left and right thing (with sliding)! but i cant seem to get the gravity and jumping.

 
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sententia



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5th December, 2007 at 17:15:06 -

Err, you probably should have tried searching...

*Upon pressing "jump"
+Bottom detector overlapping backdrop
-Set "Y velocity" to -[number]

*Bottom detector not overlapping platform
+"Y velocity" < [maximum falling speed]
-Add 1 to "Y velocity"

*"Y velocity" < 0
+Top detector overlapping backdrop
-Set "Y velocity" to 0

*"Y velocity" > 0
+Bottom detector overlapping backdrop
-Set "Y velocity" to 0


These next two are optional:

*"Y velocity" < 0
-Change animation sequence to jumping

*"Y velocity" > 0
-Change animation sequence to falling


Image Edited by the Author.

 
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Tim

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You've Been Circy'd!Clickzine StaffSilverNova MemberVIP MemberTurtle Power!Evil klikerWii OwnerHero of TimeGhostbuster!Pokemon Ball!
5th December, 2007 at 17:21:35 -

There's a heck load of tutorials and examples already on the site dude. Just use the search thing to find what you need. All of these things have been covered over and over with many different ways of doing things. Rather than having people sigh and copy and paste it all here again, go have a look dude

<-

See how you get on there

 
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Radix

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5th December, 2007 at 19:24:24 -

I used to love this method, but I don't often see other people use it:

On pressing (jump)
+PlayerDownDetector is overlapping a backdrop
--Player: Set YIn to 25

Negated(PlayerDownDetector is overlapping a backdrop)
--Start loop 'butts' for (YIn / 4 + 1) loops

Negated(PlayerDownDetector is overlapping a backdrop)
+YIn > -25
--Subtract 1 from YIn

On loop 'butts'
+YIn > 0
+Negated(PlayerUpDetector is overlapping a backdrop)
--Player: Set Y Postition to Y(Player) - 1

On loop 'butts'
+YIn < 0
Negated(PlayerDownDetector is overlapping a backdrop)
--Player: Set Y Postition to Y(Player) + 1

PlayerDownDetector is overlapping a backdrop
--Set YIn to 0

Naturally you can tweak all the values; I just guessed at those ones anyway.

Image Edited by the Author.

 
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DaVince

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6th December, 2007 at 08:23:59 -

Radix's way is a really good way of doing it. I also use it, since it's completely safe. It's a system that prevents walking through wall rather than pushing him back, which means there can't be any more bugs in that department.

 
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Del Duio

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6th December, 2007 at 09:23:32 -

Whatever you decide to use, make sure it's exactly what you want first before making more frames for your game with that same movement in them!

The worst thing is to make changes to your movements down the road and then have to copy / paste groups of events over tons of frames later.

 
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Codemonkey

Always Serious

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Code MonkeyKlikCast StarVIP MemberAttention GetterWii Owner360 OwnerThe Cake is a LieCardboard BoxHero of TimeI'm a Storm Trooper
I'm on a BoatIt's-a me, Mario!PS3 OwnerSonic SpeedGOTM - SEPTEMBER 2009 - WINNER!Evil klikerPokemon Ball!I am an April Fool
6th December, 2007 at 15:39:34 -

thanks! about that "worst thing in the world", that happened to me my last game. oh well, it was still good.

 
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Tim

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You've Been Circy'd!Clickzine StaffSilverNova MemberVIP MemberTurtle Power!Evil klikerWii OwnerHero of TimeGhostbuster!Pokemon Ball!
6th December, 2007 at 18:25:10 -

That's what global events are for..?

 
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nim



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6th December, 2007 at 19:08:56 -

By the way, what's so bad about global events and why does no one seem to use them?

 
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Radix

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6th December, 2007 at 19:32:08 -

I haven't tried using global events in MMF2, but in previous klik software, "global" often meant "buggy as all shit".

 
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