alrite i need help with double jumping and the slopes thingy, i wanna know how you do double jumps, ive tried it and it sorta works but not all the time and that aint good, and i was ust wandering how u program slopes.
How have you programmed your custom platform engine (i don't think it can be done with easily with the built in engine) ? we can't help you much without any info on that...
well its custom platform movement, it uses the loop function, ive been advised to use loops, and basically when uthis is wot ive tried)
press (the jump button)
plus floor collider is not overlapping a backdrop
set alterable value c to 1,
set alt. b to -5
press (the jump button)
plus floor collider is not overlapping a backdrop
plus alt. c is equal to 1,
then subtract 5 from alt. b
set alt.c to 2
press (jump button)
plus floor collider is not over lapping a backdrop
plus alt.c is equal to 2
then ignore control
it works but only a few times(which is a bit annoying)
erm..forget the double jumping thing its kinda gettn on ma nerves because it dont work properly evn though i tried wot u said it still carries on jumping, but i need help on the animation, for some reason when i try an change the animation to shooting it plays it but too fast, ive tried decreasing the animation speed and everything but it still dont work and right now MMF is really buggn me, i need help, ive hea4rd about the custom animation thing but i think thats just a bit stupid(no offence)
if that code doesn't work you've made something very wrong
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The reason it isn't working from what I can see is the "Floor collider is not overlapping backdrop" condition. You see, your gravity pushes the floor collider to overlap the floor, and your loop pushes the floor collider up to not overlap the floor. Basically this has the effect of you floor collider rapidly alternating between overlapping the floor and not overlapping, which is why your jumping only works some of the time.
Create a new object (call it say "Jump Control" or something) that sticks out a little below your floor collider, like 3 pixels, and sets position to the floor collider, so you now have a 3 pixel detector underneath the floor collider.
Now, for your jumping:
1.
Jump control is overlapping background
+ player presses <jump key>:
set <y velocity value> to -5
set flag 0 ("player") ON
2.
NOT Jump control is overlapping background
+ player presses <jump key>
+ <y velocity value> <= 0 /* Note, this condition is to make it so the double jump can only be performed while you are still going up, not when you are falling. You can remove it if u want */
+ flag 0 ("player") is ON
set <y velocity value> to -5
set flag 0 ("player") OFF
I think that should work, I didn't test it. Best of luck
the problem with your shooting animation might be an event that sets the animation to stopped or wathever when the shooting animation is play and that makes it stop playing wich you will recognice as if it was playing too fast.
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