My Pull Back and Jump Demo Works...Kinda!
millerbrother1
Member Posts: 108
Okay, so I have a couple of tests accomplished with my main actor. When user touches and pulls back he should squish to the ground and when the user releases their touch he should bound into the air. It works...kinda!
Here's the first test.
In this one, the actor is pulled back and sinks below the ground controller. As long as I don't pull him all the way below, he still launches into the air. Not exactly the effect I want, but getting close.
Here's my updated take on it.
Now, when touched the actor changes into a fluffy tail (the white ball) and spawns a new actor over the top of itself. This new actor is just a "squished bunny" image to hold the place on the ground controller and to be a target marker for measuring the distance between the tail (which the user can now move) and the point of origin. When the tail is released it turns back into a bunny and destroys the spawned actor.
Like the first example, so long as I don't pull the entire tail.png image below the ground (you have to imagine a transparent square the size of the previous bunny around the white ball tail) then the launch works. However, if I drop too far below, it can't launch the bunny and it doesn't destroy the previous spawned actor.
Any advice would be appreciated.
I'm also going to add a connector between the tail and the newly spawned "squished bunny" similar to the "Magnitude Demo" shared by FireMaple which you can see on the link below. This will help connect the tail and the bunny together with a string.
http://gamesalad.com/game/play/31279
After all of this is solved, my next goal is to make the bunny switch directions if you launch him backward.
Enjoy!
Here's the first test.
In this one, the actor is pulled back and sinks below the ground controller. As long as I don't pull him all the way below, he still launches into the air. Not exactly the effect I want, but getting close.
Here's my updated take on it.
Now, when touched the actor changes into a fluffy tail (the white ball) and spawns a new actor over the top of itself. This new actor is just a "squished bunny" image to hold the place on the ground controller and to be a target marker for measuring the distance between the tail (which the user can now move) and the point of origin. When the tail is released it turns back into a bunny and destroys the spawned actor.
Like the first example, so long as I don't pull the entire tail.png image below the ground (you have to imagine a transparent square the size of the previous bunny around the white ball tail) then the launch works. However, if I drop too far below, it can't launch the bunny and it doesn't destroy the previous spawned actor.
Any advice would be appreciated.
I'm also going to add a connector between the tail and the newly spawned "squished bunny" similar to the "Magnitude Demo" shared by FireMaple which you can see on the link below. This will help connect the tail and the bunny together with a string.
http://gamesalad.com/game/play/31279
After all of this is solved, my next goal is to make the bunny switch directions if you launch him backward.
Enjoy!
Comments
I previously tried to keep the bunny the same and just swap the image to a squished bunny, but the problem was that the squished bunny would pass below the ground controller because it has to to instantiate a jump.
millerbrother1