| |
NSMB Engine, for gamemaker
Ziso |
|

Should I be concerned?
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif)

Group: Members
Posts: 992
Member No.: 3387
Joined: 2-March 07
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (Batandy @ Apr 24 2008, 09:20 AM) | mmm... Just see...
But for the triple jump? |
Well, you could do something like, when mario jumps, set a variable called triple_jump to 1, also have a variable that says whether or not he's jumping. Then make an alarm event that when activated says if mario is not jumping, set triple jump to 0. After Mario has performed his first jump, when he lands, set the alarm event to 5 or something and set triple_jump to 2. Now you have that much time to jump again or triple_jump will be set to 0. You will jump again, this time when you land you should have it set triple_jump back to 0.
The code would be something like this
| CODE | //In the event that makes Mario jump if triple_jump = 0 { // code for his regular jump goes here } if triple_jump = 1 { // code for his next highest jump goes here } if triple_jump = 2 { // code for his final jump } // Whenever you code his jump, you should set a variable jumping equal to 1
// In the event where Mario lands switch (triple_jump) { case 0: alarm[number of alarm] = 5; triple_jump = 1; jumping = 0;break; case 1: alarm[number of alarm] = 5; triple_jump = 2; jumping = 0;break; case 2: alarm[number of alarm] = 5; triple_jump = 0; jumping = 0;break; }
// In the alarm event activated when he lands
if jumping = 0 { triple_jump = 0 // This way, once your time limit to perform your next jump is over, if Mario has not jumped, he will only perform his basic jump when you press the jump key. }
|
Hope this helps!
This post has been edited by Ziso on Apr 24 2008, 08:46 AM
--------------------
|
|
|
Soiyeruda |
|

Because retarded looking women is fun. :S
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Super Reviewer Badge [*]](https://archive.mfgg.net/html/badges/reviews.gif) ![Sprite Comp Top 5 Badge (1) [*]](https://archive.mfgg.net/html/badges/sct1.gif) ![Drawing Comp Top 5 Badge (3) [*]](https://archive.mfgg.net/html/badges/dct3.gif) ![Minigame Comp Runner Up Badge (1) [*]](https://archive.mfgg.net/html/badges/mcr1.gif)
![Minigame Comp Third Place Badge (2) [*]](https://archive.mfgg.net/html/badges/mct2.gif) ![Music Comp Third Place Badge (1) [*]](https://archive.mfgg.net/html/badges/uct1.gif) ![Secret Santa Badge [*]](https://archive.mfgg.net/html/badges/present.gif)

Group: Members
Posts: 3589
Member No.: 5004
Joined: 6-March 08
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (Ziso @ Apr 24 2008, 08:44 AM) | | Well, you could do something like, when mario jumps, set a variable called triple_jump to 1, also have a variable that says whether or not he's jumping. Then make an alarm event that when activated says if mario is not jumping, set triple jump to 0. After Mario has performed his first jump, when he lands, set the alarm event to 5 or something and set triple_jump to 2. Now you have that much time to jump again or triple_jump will be set to 0. You will jump again, this time when you land you should have it set triple_jump back to 0. |
If you do this triple jump, make sure the alarm is not 5. 5 is about 1/6 of a second, and I doubt it takes 1/6 of a second to jump and touch the ground again. Should be like 15 (half a second) depending on how fast Mario falls.
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
[ Script Execution time: 0.0613 ] [ 14 queries used ] [ GZIP Enabled ] [ Server Load: 2.50 ]
| |