Working on improving the character movement this week: today is double-jump day!
So I'm using a the built in Platformer behaviour Jump/Jump sustain to allow the character dynamic jump hight (without having to mess with the gravity) but I'm using a custom DJ event, simple but effective:
If Player CanDoubleJump = 1
>> If Player is X on floor
>> If (A) is pressed : Set CanDoubleJump = 0
Add Vector Y -(jump strenght)
No the problem is is that although this works well in most situations, I would like to allow the same dynamic jumping height to the double jump as is permitted in the regular Jump.