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    Tutorial/Script info

    • Added on: 13 July 2010 - 12:06 AM
    • Date Updated: 13 July 2010 - 11:15 AM
    • Views: 723
    Description: Learn how to make your characters jump, double jump and unlimited jump.

    IGM Conversion By: Kyle_Katarn

    • Only works with the Jumping Action (Platformer) plugin.
    • Retail version of AGM used, possible differences in trial version.
    • This tutorial assumes you already know how to add animations.


    Jumping is an essential part of any platformer game, its what makes a platformer unique and fun to play. IGM has a built in Jump function but in order to use it properly we have to set it up, just checking the Jump checkbox wont work. Before continuing on you will need to create the following animations for your character if you haven't already. The attached GPD file already has these created so feel free to use that while reading this tutorial.

    - Walk
    - Standby
    - Jump

    Alright lets move on, Under Jump Action click the Gadgets tab, make sure your on the Registering Actions tab. If you don't have a gadget yet for your playable character then click Create on the far right side, select the animation to use and click ok. Add a "Walk" and "Standby" Action Program. These are a must as you will need them to make your character move and stop. Now add a another Action Program called "Jump", below in "The Selected Movement Program's Settings" area, check the Jump checkbox. This will make it so the Action Program "Jump" can actually jump. By default Jump Speed is set to 100.00, if you want your character to jump higher you can increase it up to 200.00. If you want your character to have a small jump you can decrease it down to -100.00.

    Alright, we've set up the "Jump" Action Program but we need a way to use it, I'm going to briefly explain how to "connect" Action Programs. You are able to connect a single Movement Program to any other Movement Programs you've created. Under "Condition and Key Commands for Switching Actions" you have a wide array of options to select. You can make it so your character does a back-flip when you press "X" or make your character throw a bomb when you press "Z".

    Now Under "Standby" in Select an Action Program with "Walk" selected in Next Action Program. Under "Condition and Key Commands for Switching Actions" I used "Left/Right" for the Button and "Pressed" for Status, but you can use whatever you want. This means that when the Left or Right arrow key is pressed my character will preform the "Walk" Movement Program.

    Under "Walk" in Select A Movement Program with "Standby" selected in Next Movement Program and under Movement Change Conditions and Input Options I used Left/Right for the Button and Release Moment for State, but you can use whatever you want. This means that once the Left or Right key is released my character will preform the "Standby" Movement Program.

    *For the above I selected "Branch If All Conditions Are Met".

    Alright, we want to "connect" the "Walk" Movement Program to "Jump". Select "Walk" in Select A Movement Program and inn Next Movement Program select "Jump". For the Input Operation I selected Up for the Button and When Pressed for the State.

    Now we want to connect "Standby" with "Jump". Select "Standby" in Choosing an Action Program and inn Next Action Program select "Jump". For the Input Operation I selected "Up" for the Button and "Upon Pressing" for the Status.

    Now select "Jump" in Choosing an Action Program. In Next Action Program select "Standby" and check the "There is a wall underfoot" checkbox. This means that the Action Program will only occur if the character is standing on a platform. You can designate platforms in the Tile tab. Basiclly any tile that a character can stand on is a platform.

    Congrats! Now your character should be able to jump in your game!

    You can stop here if you want, but if you want to learn how to make your character double jump then keep reading.

    So we need to create an Action Program for "Double Jump". You can use your Jump animation or if you want to create a special one for double jumping then go ahead. Next to Action Programs select the plus sign, a new blank Movement Program will be added. Rename it to Double Jump and under Action to be Assigned select your Jump animation and have it face right.Make sure to check the Jump checkbox under Movement. Select "Double Jump" in Choosing an Action Program and In Next Action Program select "Standby" and check the "There is a wall underfoot" checkbox.

    Now select "Jump" in Choosing an Action Program. In Next Action Program select "Double Jump" and for the Key Commands select Up for the Button and Upon Pressing for the Status.
    Simple! Your character can now double jump by pressing the up button twice!

    Now lets show you how to make your character have an unlimited jumping ability, by unlimited I mean every time they press the up button the character will jump. You wont need to add the "Double Jump" Action program so you can delete it if you want unlimited jumping. All we need to do is change one command, under the "Walk" and "Standby" Movement programs under the Input Operation change the state from Upon Pressing to Pressed.

    Now your character has the ability to keep jumping as long as the up button is pressed!

    Additional Notes
    - Change the Jump Speed on "Jump" and "Double Jump" to change how high your character can jump.
    - By repeating the Double Jump steps you can make your character triple jump, quad jump or jump how many times you want.

    Questions/Answers
    Q: My character remains in his jump pose when hes on a platform!
    A: Make sure you checked the Is Standing On A Platform checkbox under "Standby" in the "Jump" Action Program.

    Q: I hit my jump key and nothing happens!
    A: Make sure you've connected the jump Action Program with your "Standby" and "Walk" Action Programs. Also check and make sure you've selected the right key, trying using up for testing.

    Jump Tutorial GPD:
     Jump_Tutorial.rar (3.23MB)
    Number of downloads: 69
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