Advanced Jumping Techniques Help

LearnTheGameLearnTheGame Member Posts: 7
edited November -1 in Working with GS (Mac)
Hello,

I'm coming along with a platformer project, but I have a few questions about refining jumping. I want to use an accelerate attribute in addition to my pre-existing "linear velocity Y" jump. This is to control the height of the jump depending on how long the jump key is pressed. It's also to be able to propel my character forward after a good running start and jump.

I would like to know how to make the acceleration attribute reach a certain height and then not be competing with "gravity" while the character falls back down. The way I have it now makes the character float down slightly slower than free fall gravity if the jump key is held down on the descent.

Is there a way to completely turn off the acceleration after the peak height of the jump is reached? That way even if players hold down the jump key, on the way down they won't have that unwanted floating.

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