SamSuka
shaunjs
shaunjs

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Progress - Wall jumping

When you can't see someone's inputs, it's always a little hard to tell when you're watching a tutorial on this kind of topic; whether or not it handles the preservation of momentum you often want in most applications of a wall jump. 

Simply being able to jump when next to a wall is (almost) as easy as jumping from the ground. Forcing a horizontal component to that jump and controlling your speeds to prevent climbing any lone wall is a bit (although not much) harder.

My next tutorial is on doing just that, with a slowed descent, sprite change and dust on the wall slide thrown in for good measure.

One day I might even pick a consistent visual style for my tutorials, but it is not this day.

Progress - Wall jumping

Comments

I am Sooo hyped for this

Looks nice - I did my simple walljump code the lazy way so I am looking forward to this tutorial! //Walljump w1 = tilemap_get_at_pixel(tilemap,bbox_right+1,y); w2 = tilemap_get_at_pixel(tilemap,bbox_left-1,y); if (!grounded) { if (w1) { jump_drag = 0; if (key_jump) { vsp = -SPD_JUMP; jump_drag = -60; } } if (w2) { jump_drag = 0; if (key_jump) { vsp = -SPD_JUMP; jump_drag = 60; } } } // Adding Drag until empty if (jump_drag < 0) jump_drag += 1; if (jump_drag > 0) jump_drag -= 1; x += hsp+(jump_drag/5)

Rouven -Kajuby- Dahlen


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