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Posted 2006-05-06, 06:58 PM
in reply to Lenny's post starting "Right, I was thinking of making it an..."
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You can also just have a parallel process, Common Event in the background with basically this:
<> Key Input Processing: [0005: WhatKey] (check whatever keys you want to jump with, and make sure to uncheck "Wait Until Key Pressed")
<> Branch (If 0005:WhatKey is equal to 11 or whatever number key you want, I wouldn't use 10 because that's the zero key, which opens the menu)
....<> Move Hero: Start Jump, Forward, Forward, End Jump (ignore impossible movement)
....<> Wait 0.2 seconds
:End
<>
Which basically moves you forward, skipping a square (if possible).
Of course, you'll have to be careful about things you don't want the player to be able to jump over - you can either make all obstacles two spaces wide, put blank "Same Layer as Hero" events behind unjumpable objects, or have a switch to disable your common event (which would be best, you can make 'no-jump' maps with this).
Or, heck, put an event that's below the hero that, when activated via Key Press, jumps the character around however far you want. Of course that only applies if you want the player to only be able to jump on certain spaces.
Last edited by BlueCube; 2006-05-06 at 07:01 PM.
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