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Author Topic: how do you make a mario-style jumping system?  (Read 2533 times)

Offline Kirbylover3300

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how do you make a mario-style jumping system?
« on: September 28, 2005, 08:10:48 PM »
I need this for the sidescroller I'm makingbut I don't know how to do it.
in ineluki's key patch, it came w/ a demo game. the demo game had a mini game called jump and run. in the game, the longer you held down the space bar, the higher you jumped (like in mario games) and you could move around while in the air (also like a mario game). I wanna know how to do that. (btw it was in german so I couldn't copy it...)
ideas?
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Offline Zai Manui

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« Reply #1 on: September 28, 2005, 10:02:05 PM »
I have a way that might not work for whatever game you're making.


First make a Key imput process
next choose move character (phase mode on)
After that change the main character's animation(if the character looks the same jumping as walking or whatever, just make the same charset but make it as high as you can put it on the template
Make a switch named enemy or whatever and turn it on(when this is on when the hero touches the enemy the enemy dies)
wait 0.4 seconds(or whatever you want)
Phase mode off
wait 0.1 seconds
Change the enemy switch off
change the hero back to normal.

The character can only destroy the enemy on the last 0.1 second.
This works better than you might think though.

If I didn't clarify anything right just ask.
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Offline Kirbylover3300

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« Reply #2 on: September 28, 2005, 10:10:57 PM »
Quote
Originally posted by Zai Manui
I have a way that might not work for whatever game you're making.


First make a Key imput process
next choose move character (phase mode on)
After that change the main character's animation(if the character looks the same jumping as walking or whatever, just make the same charset but make it as high as you can put it on the template
Make a switch named enemy or whatever and turn it on(when this is on when the hero touches the enemy the enemy dies)
wait 0.4 seconds(or whatever you want)
Phase mode off
wait 0.1 seconds
Change the enemy switch off
change the hero back to normal.

The character can only destroy the enemy on the last 0.1 second.
This works better than you might think though.

If I didn't clarify anything right just ask.

thanks for how to kill the enemy :) but I was wondering how to be able to move while in the air like...
<>change hero walk gfx
<>start jump
<>[some way to gain chara control here]
<>[some way to have chara return to the growned]
<>end jump
<> change hero walk gfx

something like that, just fill in the [ ]
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Offline Zai Manui

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« Reply #3 on: September 28, 2005, 10:29:34 PM »
The phase through should allow it to move. And about making the character land you could make the jump animation a little lower each time or something.
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Offline Kirbylover3300

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« Reply #4 on: September 28, 2005, 11:33:36 PM »
anything would be nice,  a tutorial?
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Offline AsakuraHao2004


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« Reply #5 on: September 28, 2005, 11:45:03 PM »
Maybe something like:

> Key input processing
> If variable "key press" = 6
>> If hero is facing right
>>> Move event, hero, start slip, start jump, move up/right, move right, move down/right, end jump, end slip
>> End
>> If hero is facing left
>>> Move event, hero, start slip, start jump, move up/left, move left, move down/left, end jump, end slip
>> End
> End

Excuse the sloppiness...

But for a full platform game, you'd also have to have chip events set, and disable all movement unless a key is pressed, and a lot of other stuff I dont feel like explaining.
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Offline Chaotic_Death

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« Reply #6 on: September 29, 2005, 12:47:17 AM »
I made a Sonic jumping engine for someone's game that may help, but it doesn't want to seem to upload, so contact me vias MSN (ChaoticDeath@gmail.com) or AIM (ChaoticDeath976) if you want it.
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Offline Zai Manui

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« Reply #7 on: September 30, 2005, 11:38:23 PM »
The jump system I posted was for a cheap sonic style jump system.
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