Inconsistent Jumping

mobileappconceptsmobileappconcepts Member Posts: 11
edited November -1 in Working with GS (Mac)
I've tried searching and looking at the wiki to no avail. I'm having issues getting a Mario style platform actor to jump consistently at the same height.

I've looked at the wiki and I want the uniform jumping but the example there seems incomplete. Could someone explain the process of making this work?

I have all the basic things working: platforms, moving platforms, gravity, left and right movement. It just doesn't feel right when the actor doesn't jump at the same height each time.

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Have you tried putting a 90 to scene accelerate in a timer with run to completion checked?
  • mobileappconceptsmobileappconcepts Member Posts: 11
    That's what i've been using:

    For 0.08 seconds w/ runto completion checked

    Direction 90
    Acceleration 10000
    Relative to: Scene

    It seems like roughly 3 of 4 jumps are accurate.
  • mobileappconceptsmobileappconcepts Member Posts: 11
    Anyone have any suggestions how to jump properly in a platform style game?
  • mobileappconceptsmobileappconcepts Member Posts: 11
    Here's a screenshot of my rules

    I've tried setting gravity on the actor and on the scene, still can't get the jump height to any consistent behavior.

    http://img24.imageshack.us/img24/4448/screenshot20100518at101.png
  • mobileappconceptsmobileappconcepts Member Posts: 11
    Bump, still don't have a fix for this.
  • butterbeanbutterbean Member Posts: 4,315
    The rules I use are slightly different... I don't have access to my computer right now, but from what I remember, I have the rules:

    When spacebar is pressed (when game.jump is true) and When self.ontheground is true

    Change attribute: Self.ontheground to false

    Timer: for 0.18 seconds

    When self.motionlinearvelocityY<200

    Change attribute: Self.motionlinearvelocityY to 500 (or put whatever number you want here)

    Let me know if this helps

    EDIT: Also see this topic below, I posted all the rules I used for jumping which seemed to work pretty good, note that there are 2 other rules in there for detecting on the ground, and in the air
    http://gamesalad.com/forums/topic.php?id=4571&replies=6#post-28044
  • quantumsheepquantumsheep Member Posts: 8,188
    Could you not experiment with the interpolate behaviour?

    I tried something and uploaded it here:

    http://gamesalad.com/game/play/59287

    Check it out and see if that helps at all...

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • mobileappconceptsmobileappconcepts Member Posts: 11
    butterbean said:
    The rules I use are slightly different... I don't have access to my computer right now, but from what I remember, I have the rules:

    When spacebar is pressed (when game.jump is true) and When self.ontheground is true

    Change attribute: Self.ontheground to false

    Timer: for 0.18 seconds

    When self.motionlinearvelocityY<200

    Change attribute: Self.motionlinearvelocityY to 500 (or put whatever number you want here)

    Let me know if this helps

    EDIT: Also see this topic below, I posted all the rules I used for jumping which seemed to work pretty good, note that there are 2 other rules in there for detecting on the ground, and in the air
    http://gamesalad.com/forums/topic.php?id=4571&replies=6#post-28044

    This worked perfect. Thanks for the help guys.
  • bladeolsonbladeolson Member Posts: 295
    I have done extensive experiments with jumping. I really suggest playing around with interpolate, it seems to have the best results for me. Getting the jump to work right has been a big challenge. I do have a nice jump going, the hard part is getting it to behave well when you hit the side of a platform, that is where things get wonky for me.

    I have found that when using interpolate, make the guy come down faster than they go up, that looks the most realistic.

    blade
  • mobileappconceptsmobileappconcepts Member Posts: 11
    Can you post an example of your interpolate rules?

    Kind of a messy work around but my platforms are two make up of two actors. One will be the bottom and sides which the hero doesn't interact with outside of not. Allowing you to jump through. The second actor resides just on the top and that's the part he can jump off of.
  • expired_012expired_012 Member Posts: 1,802
    could it have anything to do with Max Speed in the motions and then checking Apply Max Speed?
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