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Jump improvements! :(

j9907
Registered User
Quote
2018-06-05 05:03:57

Oh, I am so frustrated right now. No matter what I do, I can't get the jumping mechanism to work even remotely good. What could I possibly do to fix this issue? I hate to be blunt, but the current jump implementation is terrible.


erik
Registered User
Quote
2018-06-05 05:19:01

With what behavior?


j9907
Registered User
Quote
2018-06-05 07:26:45

I used "Player controlled by keyboard' and a slightly improved version of it made by Niko (it can be found on the forum). The character jumps far too fast. I'm making a platformer so it is essential that my character can jump across platforms... he jumps and gets pulled down super quick so he can't do ANY platforming of any kind...


just_in_case
Moderator
Quote
2018-06-05 07:39:37

You can change the gravity of root scene node.... Play with it a lill bit...


niko
Moderator
Quote
2018-06-05 07:46:01

Yes, a combination of gravity and jumpspeed usually needs to be carefully found to have the desired effect.


j9907
Registered User
Quote
2018-06-05 08:09:26

I've tried an endless amount of combinations... None of them seem to work for what I need.


erik
Registered User
Quote
2018-06-06 06:17:36

So what exactly do you need then?


j9907
Registered User
Quote
2018-06-06 08:41:23

Something which makes it so the gravity doesn't pull the character down so quickly. The levels I have require somewhat long jumps to be able to truly "platform" without falling to the bottom of the map.


niko
Moderator
Quote
2018-06-06 16:58:48

Ah, I think you need something where jumping is not only up but forward, right? You said you are using a scripted behavior for this, so it should be possible to modify it to do that for you. Which script are you using exactly? Send me the link and I can also modify it for you (or show you how to do that)


j9907
Registered User
Quote
2018-06-06 17:19:59

The script I used was this one (by you, Niko! lol)

https://www.ambiera.com/forum.php?t=3319&page=3

The problems it has are the run speed / animation parameters are missing, along with the fact that for some reason the game will pull the character down shortly after jumping so it's impossible to do any actual "platforming" per se. Oh, and it's essential that the "Disable without active camera" parameter is present too since I use tons of cameras for cutscenes (in-game)

I can't adjust the jump speed (which is actually the jump height since if it's too high the character can jump out of bounds and such.

In essence, I just want the character to more or less "drift" instead of fall down so quickly. It's hard to explain.


niko
Moderator
Quote
2018-06-08 05:10:51

I'll have a look and post an updated version, this could take a few days, though.


j9907
Registered User
Quote
2018-06-08 05:42:53

Great. Thanks. oh, and I sent an email with an X file which won't work with the camera (yes, sounds ridiculous, but it's happening!)


j9907
Registered User
Quote
2018-06-12 21:06:58

Alright so I'll undo my statement regarding jumping and gravity: I got some parameters which work great for me. However, I'm now running into the "If the character runs and jumps, they'll do the run animation whilst jumping" problem. Could you find a fix for it before 6 comes out? or maybe improve this one aspect a bit? Thanks. It's odd to see him running while jumping when I have an animation special-made for him to use. lol


just_in_case
Moderator
Quote
2018-06-13 04:59:44

You can script something for the animation to work in your jump script...
When the player jumps...
Something like .

Var s = ccbGetscenenodebyname("player")
ccbSetscenenodeproperty(s,Animation, jump)

And revert it back when the object reaches to ground...

I don't know if this method will work or not... That is an idea only.. maybe it can work...


j9907
Registered User
Quote
2018-06-13 06:39:32

What does var s mean? I can slightly understand the basics of how CC uses JS, but var s throws me off. Can var "s" be used for multiple things, or is var s a variable?


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