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I've read this thread and looked at the examples for quite some time: scirra.com/forum/platformer-jumps-on-vertical-moving-platform_topic47845_post299944.html
I'm just not satisfied with the first example. You have to press jump once and then once you get to the edge of a platform it automatically makes you jump.
The 2nd example is much different than my game. My character's sprite images...well his feet are not a separate image from his body. So my game is able to work with either one of these.
So I am still stuck at waiting until the platform reaches the very bottom or the very top until I can successfully jump off of it. Does anyone know of a different way?
Thanks in advance
I posted an example here that still works well:
I like your example, but I've tried it over and over for at least 3 hours and cannot get it to work. It seems so simple, but I cannot see what I am doing wrong.
The 1 thing that I don't understand is the "pair" instance variable. How do you get it to say <varies> I have to select either 1 or 2.
hmm upload your capx and we will happy to help you... because it seems the problem isn't from the variable ^^
All <varies> means is the value isn't the same for all the objects.
The "pair" variable is just used to link the platform and the dummy objects. So to make a third platform just add another platforma and dummy and set their "pair" values to 3.
I finally found what I was doing wrong!
It was just a little mix up in the event sheet. I guess when you're tired and working mistakes will be made and difficult to see where th error was made.
Anyway, it works great! Thanks a lot for your example!
I spent hours trying to figure out this vertical platform jump issue.
This solution worked brilliantly, thanks for the example.
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Once I updated to the new version of Construct 2 it messed the vertical platforms up again. They are not as bad as they once were, but I was wondering if ROJOhound or anyone can tell me why and what I need to do?
C2 r100 added a fix to the platform behavior so it works with vertical moving platforms. The workaround now clashes with the platform behavior so the solution is to remove the workaround.
Oh awesome! Thanks man. I'm glad everyone here is so willingly helpful. I really appreciate it.