View Full Version : Tile Platform help!
Pattt
April 24th, 2006, 12:57 PM
Hey, I need a little bit help with my game,
the jump is quite wrong, as you can see. :-/
Please help! :) Thanks! :}
Nich
April 24th, 2006, 05:39 PM
I don't see anything wrong with the jumping :(
KIERIOSHIMOTO
April 25th, 2006, 12:03 AM
lol is that because there aint jumping?
cobrasniper555
April 25th, 2006, 12:21 AM
Oh yes, I see...ok, give me a sec with it. I'll try to get it to by tomorrow.
EDIT:
Look at this!
Pattt
April 25th, 2006, 10:42 AM
Thanks, cobrasniper555. :)
The problem is that he can't jump when he is walking,
and when he walks, he "vibrates".
Help! :D
KIERIOSHIMOTO
April 25th, 2006, 10:49 AM
lol is that because there aint jumping?
lol my bad i was expecting him to jump on UP not SPACE. so here i was pressing UP and thats why he wasnt jumping at all for me lol.
Pattt
April 27th, 2006, 10:14 AM
Do someone have any solution?
I've fixed everything except that he can't jump when he's walking.. :h:
Please help! :(
Nich
April 27th, 2006, 08:00 PM
I think it's because you're assigning pressing to two different functions, jump() and move(). You can't be doing both at once that way. Try seperate variables.
Pattt
April 29th, 2006, 09:16 AM
All the problems are fixed now. :)
Can anyone give me an example or a
tutorial about elastic movements in tile based games?
:beer:
Joppe
April 29th, 2006, 09:34 AM
elastic movement? What is that?
Pattt
April 29th, 2006, 09:58 AM
elastic movement? What is that?'
Hm, maybe elastic was the wrong word. :P
But... movement with acceleration. :)
:pope:
Nich
April 29th, 2006, 01:23 PM
I just use this:
if (Key.isDown(Key.RIGHT) && !ob.swordout) //while the key is down, the speed increases
{
ob.ixmove = ob.fxmove
ob.fxmove = ob.ixmove + ob.accel
}
// and then...
ob.fxmove *= _root.friction //play with the fiction values to get different effects... between 0 (doesn't move) or 1 (doesn't stop)
ob.x += ob.fxmove;
ob.clip._x = ob.x;
Did you mean something like that?
Joppe
April 29th, 2006, 02:15 PM
why not just
speed = 0
thing.onEnterFrame = function(){
this._x += speed
if(Key.isDown(Key.LEFT)){
speed --;
}
if(Key.isDown(Key.RIGHT)){
speed ++;
}
}
InfestedDemon
April 29th, 2006, 02:50 PM
why not use elements of the platform tutorial on the site as that has running and jumping at the same time's actionscript.
Pattt
April 29th, 2006, 06:07 PM
But it has to work with the tile hitTest.
I've tried the basics but it wont work with the tile-functions. :(
InfestedDemon
April 29th, 2006, 08:28 PM
i see where your coming from but i dont see an answer. :red:
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