Proper way to limit the height of jumps?

FrantoFranto Member Posts: 779
edited January 2014 in Working with GS (Mac)
Before I solve this problem myself, I want to hear some solutions to how some solve the problem of jump height in their platform style games?

I'm afraid I might use an inefficient, ghetto solution to it, so I want to know what others have done. I've tried searching it, and I can't look at the platformer file in gamesalad as it lags and crashes when I'm halfway through looking through the player actor's behaviors.

Also, here is what I have made so far with my game, and I came up with some funny way to solve problems, although some are a bit glitchy. For example, the Knight's animation wouldn't work when running even though the animate sequence was within the same sequence for moving the character left or right. So instead I made a seperate Rule saying that when character goes above a certain speed, play animation, and it worked. The same thing for idling, if speed is =0, change sprite to a direction based on the true/false state of the direction boolean. However, when I made a new movement type, where he moves at x3 times his walking speed, the sprite flickers between the sprite for super speed and idle. It does the same for when running on the ground. Even my ghetto tricks of limiting other sprite changes by the use of > = < and keeping it within speed ranges failed.

Burst Blade: Knight gameplay


Burst Blade: Princess gameplay


Anyways, in the video, as long as I hold the jump button, they continue to ascend. What is a refined, and proper solution to limiting this?

Edit: Nevermind, I just thought of a solution. = X
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