top of page
Search

Platformer Progress - Wall Jump Refinement, Fastdrop, and Code Refinement/Organization

  • jonathanluitjens
  • 3 days ago
  • 3 min read

Hello to everybody, new week is a new time to show work done, and this time around is not much on the visual side but more coding focused, attempted at least.


In my Platformer project (name pending) I've been stuck for a while on trying to make the coding a universal batch first and foremost before moving to stage specifics, and while some areas are still finicky because I'm not the MOST in-depth at coding (Diving refuses to work at all, and some small oddities exist like one of the jump keys ignoring Jump Sustain), I'm still trying to do what I can where I can.


Which brings us to what I've been making attempts at doing,


My work at this time has been in one area, the coding, but at a few factors.

The first I will go into because it's probably the more boring but most needed is actually trying to refine what I DO have via making Booleans to set specific animations, states, and actions into a compiled generalized code (wall grabbing, a dive state, things like that), which is self explanatory.


I'm doing a few global and personal values, we'll go over one of these in a bit if you see it.


Some existed already with the number values, counting wall jump chains, the currency counter, etc.

But some are compiled into new ones with the idea I can flip them on and off easier since the movement might be complex enough to NEED this, like the state of wall-grabbing outright.


The stuff that does need more elaboration is in the specific actions affected doing this or was added at the time of beginning this train of thought.


Existing ones like Walljumping are weird, it's definitely been getting some fixes, more actions make the walljump end like sliding too far past a wall every time instead of just sometimes, hitting the opposite direction won't keep the state going, stuff like that.


Still a little bit of a mess but concentrated some stuff down from grabbing the wall in either direction, jumping off, and a chain of wall jumping to get weaker to keep from being broken.

However, there's one newer feature I want to get into, but saving video of when visual effects are added as right now it would not be too visually there to get into off of.

So if wall jumping helps with going up for Vertical Motion, the thought came to mind that he has options for left, right, and up, but down felt one-speed and not much control to it, so..


What about we add a Fast Fall of sorts?

For those who play faster, if you want to land on an enemy or the ground faster, just hit down.


Code of it is VERY bare for the most part due to making every other function work the way it does (booleans, making sure actions don't hold the trigger for other actions, likewise)


All it does is pretty simple, I'm stuck on one factor, but the rest is simple,


Hitting down just makes Moof go at his normal max fall speed instantly currently, so it's an option to avoid gradual speed build, at the cost of horizontal flow as it takes away the arc of the jump on use and lowers horizontal speed while in the fast fall state.


In other words, you touch the floor faster, but you're going down like a rock so you better make sure you're lined up enough for it.


The coding I am trying to add just makes it where if fast falling long enough, that temporarily you either fall even faster, or an animation shift that adds invincibility to some attack types (physical contact to enemies, but not projectiles or environmental hazard) like Kirby has.


My current problems is the extra Fastfall state, the dive, and at the moment refining/condensing the existing code to be not 3 miles long, safe to say coding isn't my specialty but I WILL MAKE IT WORK SOMEHOW!


When my universal aspects are done, everything should be going at a much more rapid pace, that is the goal at least.


Trial and error, mostly error, but with enough effort, I should have it down in time.. downside is in the meantime, that'll have to be all from me for now because of it.


 
 
 

Comments


bottom of page