Posted: Sun Mar 16, 2008 4:21 pm Post subject: Re: [Tutorial] How to Jump
just to add to this tutorial,
the example Michael516 gave is good, but make sure you can't jump up through the line
(it shouldn't be accessible up or down)
and make sure you can't go out of the screen (a couple more if statements)
Posted: Wed Mar 26, 2008 7:11 pm Post subject: Re: [Tutorial] How to Jump
Hey Micheal its Doug its a coll game but wat do these stand for "var velx, vely : real" im really confused?
Posted: Wed Mar 26, 2008 7:17 pm Post subject: RE:[Tutorial] How to Jump
They stand for X Velocity and Y Velocity. Which is the speed the character is moving at for both x, and y axis.
Posted: Wed Mar 26, 2008 7:22 pm Post subject: Re: [Tutorial] How to Jump
Thanks Mackie that explains alot
Posted: Mon May 12, 2008 12:08 pm Post subject: Re: [Tutorial] How to Jump
I've already posted this to collision detection, but I don't know where to really put it, so I put it here too. I'm new to here, and Turing (sort of) so I'm sorry if I appear a noob. I wanted to make a platformer for a school project, so I realized I needed to make my character jump. I found the highly-helpful Mazer Jump Tutorial, copied and pasted (there are some numbers I couldn't figure out the use of), and tweaked it to my needs.
After putting in a platform, I discovered that this messed everything up (the character cannot jump once on a platform), I tried to fix it as best as I could, and added in a boolean variable by recommendation of a friend, however as it is not clear to me the use of this, I will paste the code that I had before the boolean variable.
(The problem of the jumping of the platform, as far as I can see, is that the Yvelocity must be 0 to be able to jump, but the character can only be on the platform if Yvelocity is above the value of "gravity".)