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jonathanluitjens

Platformer Progress - Long Fall Animation/Condition, Work In Progress Moof Control Revamp

Heyo everyone, a new week means a new post, and while it's not necessarily the most eventful, it does continue into the redoing of the Moof's coding to be more coherent and easier to work with for the main project.


Coyote Timing is still being a trouble as the method being attempted right now requires the ability on timing keys to be a certain factor, experimenting with global variables for this, when it works I will show that in detail so others might be able to use it too,

Short Form of the idea:

Add a JumpTimer Variable

  • When not on floor, per second add 1 to JumpTimer

  • JumpTimer between 0 and 1, allow double jump

  • On Jump Animation set JumpTimer to -10 to prevent getting to 0, exploting the jump

  • On Idle or Run, set JumpTimer to 0


It needs testing, but it's the idea I got so far, an idea that would have double jump being disabled on default, but conditionally and temporarily enabled to simulate the jump flag being enabled just enough to have the function work right.


One OTHER jump-based function being worked on is less on the JUMPING, more the FALL.

So to explain, in the Kirby games as a primary example, when you're falling long enough, the animation changes and the fall will alter it's actions a bit, hitting enemies and bouncing upon landing.

Well I've been working on that a bit, making a specific fall animation that should trigger when falling for over a set time, at the moment using 1.8 seconds. The sprites are noticeable enough to convey the change well, full on rotating upside down.

The trigger to cause the flip is implemented, the effect upon flipping is not yet, I could maybe also add a little bounce if he lands either on an enemy or the floor.

The method of the flip is just.. basic enough but it works, so you know, that's good with me.


The Dive revamp is going.. not as smoothly as it could be yet, it's being tinkered on still,


And alongside it, I also am working on the Moof's running for only one change, a sprite for when running one direction, but quickly hitting the other direction, a brake.


A simple change by making the mirror condition apply by animation and speed rather than being just on key hit, the only wall in mind is making the sprite for the brake itself, that's a simple thing though, just takes a few minutes but it's waiting til I get the above problems done first that are more important, or tedious and need the focus.


My methods are planed, but the actions not yet in full force, I will have to screencap and send more about it and actually put the plans into motion.

However I can only do that later in time from now, so that'll be shown in a different day, until then, that'll be all from me for now.

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