@Two.E - i'm not sure exactly what the problem was. I removed a condition that checked that the players Y velocity = 0 before the jump could trigger, and I restructured the jump code slightly in case things weren't firing as they should. So yeah, it was a logic issue, but I'm none the wiser why!
Looks Great! - and works fine on my iPhone 6, just one thing - Jump works every time, BUT... Sometimes he jumps almost twice as high? - I thought it was because of the fans in the background, but seems to be random, and of course, the fans on "Don't Touch Anything" don't seem to make him go higher, so wondering if it's a bug mate? - Seems to happen randomly on the first jump up on a level, ie - or from the ground level...
@Japster said:
Looks Great! - and works fine on my iPhone 6, just one thing - Jump works every time, BUT... Sometimes he jumps almost twice as high? - I thought it was because of the fans in the background, but seems to be random, and of course, the fans on "Don't Touch Anything" don't seem to make him go higher, so wondering if it's a bug mate? - Seems to happen randomly on the first jump up on a level, ie - or from the ground level...
Cheers!
Den.
I hadn't noticed that... going to retest and see if it happens here. brb...
Update: @DigiChain, I've tested the new version on my iPhone 6 and what I think is happening is that I can get a double height jump by touching the edge of a platform and pressing jump again quick. I've tested the same technique on the previous version on my iPad and I'm not able to get the double height jump there. I suppose removing the Players Y check has allowed the wall/double jump now.
@Japster@jamie_c - yeah it sounds like a result of removing the Y check, resulting in you being able to jump again as soon as he touches the edge of a platform (rather than only when he has landed on it).
I'm not too worried by that though, at least it now works on all devices. I'll probably look at reworking the jump more thoroughly for the next update.
@DigiChain said: @Japster@jamie_c - yeah it sounds like a result of removing the Y check, resulting in you being able to jump again as soon as he touches the edge of a platform (rather than only when he has landed on it).
I'm not too worried by that though, at least it now works on all devices. I'll probably look at reworking the jump more thoroughly for the next update.
@DigiChain@jamie_c ....Maybe you could have the check run 2-3 times, and increment? - ie. if he's definitely standing on something solid, I doubt a 3 frame count (10th/20th of a second) of being on a solid surface to flag jump as enabled (ie, vertically stopped count = 2 or 3), is gonna affect gameplay, but it could possibly catch out that single frame or so where the physics engine is stopping/zero'ing upward movement after hitting the side of a platform?
Comments
Nice to hear!
Was there something wrong with the games logic or did you just do a workaround for a particular issues?
Best of luck with attempt #2!
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@DigiChain, glad I could help!
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@jamie_c - cheers buddy.
@Two.E - i'm not sure exactly what the problem was. I removed a condition that checked that the players Y velocity = 0 before the jump could trigger, and I restructured the jump code slightly in case things weren't firing as they should. So yeah, it was a logic issue, but I'm none the wiser why!
Looks Great! - and works fine on my iPhone 6, just one thing - Jump works every time, BUT... Sometimes he jumps almost twice as high? - I thought it was because of the fans in the background, but seems to be random, and of course, the fans on "Don't Touch Anything" don't seem to make him go higher, so wondering if it's a bug mate? - Seems to happen randomly on the first jump up on a level, ie - or from the ground level...
Cheers!
Den.
I hadn't noticed that... going to retest and see if it happens here. brb...
Update: @DigiChain, I've tested the new version on my iPhone 6 and what I think is happening is that I can get a double height jump by touching the edge of a platform and pressing jump again quick. I've tested the same technique on the previous version on my iPad and I'm not able to get the double height jump there. I suppose removing the Players Y check has allowed the wall/double jump now.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@Japster @jamie_c - yeah it sounds like a result of removing the Y check, resulting in you being able to jump again as soon as he touches the edge of a platform (rather than only when he has landed on it).
I'm not too worried by that though, at least it now works on all devices. I'll probably look at reworking the jump more thoroughly for the next update.
@DigiChain @jamie_c ....Maybe you could have the check run 2-3 times, and increment? - ie. if he's definitely standing on something solid, I doubt a 3 frame count (10th/20th of a second) of being on a solid surface to flag jump as enabled (ie, vertically stopped count = 2 or 3), is gonna affect gameplay, but it could possibly catch out that single frame or so where the physics engine is stopping/zero'ing upward movement after hitting the side of a platform?
Just my four'penn'eth mate...