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Originally posted by Catfish_Man:
**If you take the time to read my post, you'd notice that I said I would use a global variable for gravity. I'm aware that CS is for top down games, I'm trying to figure out how to twist it to do side scrollers. I'm trying to make a game that's top down outside, and a side scroller inside castles.
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I am a little worried you are going to run afoul of the &&PlayerX;, &&PlayerY; bug. I have a theory, however, that a spline animation appears to the engine to remain in it's original tile, even if the image displayed does not.
So here is the trick; create a jumping animation (as elaborate as you like -- Tifa Lockheart, anyone?). Actually, several animations; straight up and down, or over, or up a level, or down a level. Each of these uses key events with splines to make the player sprite actually move through space.
Next, create map events at the edge of each level change and jumping obstacle that set a global variable. Then, on key press event, play the following actions; test for global, play apropriate animation, change player map position.
This will certainly look good, but it has a major flaw; the game engine cares not for your timing. You might be able to make a test that will trigger the right jump only if you are moving in the right direction (how, I'm not sure). It also requires a fairly lengthly bit of code to identify the map location of the current global set (aka the player's present location), then plug in the apropriate landing position coordinates. My suggestion would be to identify each and every possible non-trivial jump in a map with a single number. Oh; and create another event before the "identify jump" event that resets the global to zero (in case the player backs off). Trivial jumps -- when the global is set to zero -- jump up and down in a vertical line and go no-where.
Phooey. If &&PlayerX; actually worked, you could do this mathematically and make much neater looking code. Not only that, if would make it trivial to create the misjumps where a character misses or falls into a pit or what-have-you.
On a different note, I solved the dead body issue. Use "Launch Item" -- which can be set to the equivalent of &&ActualX;, &&ActualY; via a radio button.
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