Jump FASTER but not HIGHER

ZillaZilla Member Posts: 157
edited November -1 in Working with GS (Mac)
design219 and mhennemeyer suggested that my player in "Walk the Line" should jump faster as the speed of the game increases so that he can avoid the faster and faster moving obstacles. I made some experiments but my player is jumping higher (and even off the screen) when I increase the acceleration or the timer that controls this jump.

Has anyone else solved this or could give me an idea?

btw you can download "Walk the Line" to your iPhone:
http://itunes.com/apps/walktheline

hey, it's FREE!

Comments

  • synthesissynthesis Member Posts: 1,693
    You might try temporarily increasing acceleration and also drag at the same time. Another tool you have is "change velocity" ...such as execute that behavior before the acceleration to give a quick "turbo boost" at the start of the jump so the default acceleration has less initial resistance.
  • ZillaZilla Member Posts: 157
    Drag? ooops - I must have missed this behaviour...

    I was playing around with drag but I don't seem to understand it, because I cannot see any effects that it should produce...
  • synthesissynthesis Member Posts: 1,693
    Drag is the same as wind resistance or any resistance for that matter. The more drag...the hard it is for the object to move...like trying to walk into a head wind

    Without drag...there is nothing to slow your actor down except collisions. With drag...it will eventually slow down...like billiards balls after a strike on a table. The collisions will reduce the amount of velocity...but drag will bring them to a (virtual) stop after the collision. I have found that there is still some residual "quiver" on an actor when it comes to a stop (when it has 0 velocity) once it has been set in motion. The actor seems to flicker its X and Y position values like the physics engine hasn't let go of processing it.
  • ZillaZilla Member Posts: 157
    @synthesis
    Thank you very much for this detailed explanation.
  • synthesissynthesis Member Posts: 1,693
    NP...hope it helps.
  • ZillaZilla Member Posts: 157
    @synthesis
    I implemented your suggestions with a acceleration/change velocity combination:

    when jump is pressed

    change velocity (90 degrees)
    min( game.Time * 17, 1200)

    for 0.2 seconds
    accelerate (90 degrees)
    max(1700 - game.Time *100, -6000)

    Thanks a lot :)
  • ZillaZilla Member Posts: 157
    I already uploaded an update to iTunes Connect.
    I will tell you when the new version is available and I hope that you will like the new gameplay experience.
  • homelesswombathomelesswombat Member Posts: 73
    Try setting the gravity higher, and your actor will fall faster, and not jump as high if you raise his jump acceleration rate. If you don't want a change in gravity affecting other actors, just create an accellerate 270 degrees behavior for the player actor.
  • ZillaZilla Member Posts: 157
    @homeleswombat
    Unfortunately, I think that I cannot change gravity during gameplay... but the idea with a 270 degree acceleration is brilliant. I will try this and I hope that the movement of my player will be a little smoother.
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