I’m making some
My system is bugged rn but the concept is working
I’m making some
My system is bugged rn but the concept is working
I actually was thinking of doing this once, but never came around to it.
wouldn’t it be more efficient to just get rid of the movement meter and just recreate it.
after all this doesn’t account for if the player is moving while falling (at least that’s how It seems to me)
Here is what I am thinking:
Every tick (basically a trigger loop ticking as fast as possible)
we check the “change in y coordinate”
So first, you log the y coordinate, then next tick, you compare them.
now, every time you have a negative change in y, it adds 1 to a property.
now, once you stop falling “change in y = 0 or positive number” it resets property.
This is pretty simple (IN THEORY) and I am going to make it now.
Oh, once the property (the one we add 1 to) hits a certainty number, we will start draining energy. once it stops, we stop drainage.
super sorry if this is already tried.
often, when people fall, x coordinates still do change. and why don’t we drain energy when jumping?
oh mb. only way we can do this, is for the computer to start draining once it hits a certain amount of fall time. and to compensate for the extra fall time we did not drain, we could drain a certaint amount extra once it starts.
Agreed, there’s that wiggle in the air that players do sometimes when they fall.
Bump!
Anyone else interested in making this mechanic?
(Also, this is a valid bump because it’s been three weeks since there was any activity in the topic, even though this is a generic post that doesn’t contribute to the topic other then making it so others can check it out).
This could be a cool and must-use mechanic in platformers (like the hight meter), but only if it is low memory.