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The Jumping Cube Dilemma...

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  • The Jumping Cube Dilemma...

    Okay, so I made an animated cube for my next CoMmunity Jam project. It’s not a full blown puppet, since the Puppet Logic doesn’t seem to do anything, so I used two movers: one for left and right, and a second mover for jumping. There is also a Controller logic set up to auto possess the cube which is also working as expected.

    The left and right mover works just as I hoped, sliding the cube around just fine.

    The jump one, while accomplishing this task fine enough, suffers from the cross button spamming making the cube pretty much fly, like Flappy Bird (Flappy Cube... Maybe I have another game idea,..)

    I’ve tried adding timers and limiters to the logic, but nothing works. It either makes the cube worse, or prevents it from working altogether.

    Anyone have a logic solution for this? The puppet logic doesn’t work on a simple cube.

  • #2
    My advice is to use a puppet - if you grab your cube and then scope into a blank puppet, or scope in first and then stamp down your cube object, it will be grouped with the puppet. You only want to scope on once so the cube is grouped with the whole puppet, not specifically to any body part. Align the cube to the floor and adjust the puppet hit box to match roughly. Make all the puppet’s original body parts invisible, or even deleted everything above the hips. You only need the puppet body from the hips downward to utilize its controls.
    I suggest this because I think using the puppet’s built in movement and jumping features will be easier than building from scratch

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    • #3
      While that is probably true, I did just stumble upon a workaround. There was Someone who just posted a 2D pixel platformer set of assets that were remixable. When I looked into it, the player object had a trigger zone logic for when the player was touching a scenery which prevented the jump spamming.

      I extrapolated the concept on my own design and it is working. Here is a very crude ASCII representation of the logic I used:

      X Button ——— +Counter = —— Signal Manipulator — — Mover (Jump)
      .............................(Count1)............. ........(Pulse)..............|___ > Timer ~ __
      Trigger Zone — @ (reset)........................................... [email protected]|
      (Detect Label)............................................ ........................|____________|
      [Object Only]

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      • #4
        I've got tutorials on how to make this kind of stuff, if you're interested. https://www.youtube.com/playlist?lis...T_fBFD3FSXW7TN

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