Jonny
Well-known member
I've been looking at my doHandlePhysics script trying to figure this out but its to complex (to me anyway) and there are things I don't understand about collision points so asking for some help...
So, at the moment when player jumps left or right and touches a solid tile above, instead of continuing their trajectory smoothy (as in most NES platformers) they stop abruptly.
Sorry about the Ducktales gif but I just want to show what I mean in comparison. Happy to remove it if needed or change to another example. I just want to show the difference.
In the DT example, it looks seamless, almost like the jump vertical speed increase is just being stopped, then gravity script brings scrooge down, like a normal jump.
Has anyone looked into this or any pointers where I might start? Maybe I'm looking in the wrong place to try and solve this?
Thank you
So, at the moment when player jumps left or right and touches a solid tile above, instead of continuing their trajectory smoothy (as in most NES platformers) they stop abruptly.
Sorry about the Ducktales gif but I just want to show what I mean in comparison. Happy to remove it if needed or change to another example. I just want to show the difference.
In the DT example, it looks seamless, almost like the jump vertical speed increase is just being stopped, then gravity script brings scrooge down, like a normal jump.
Has anyone looked into this or any pointers where I might start? Maybe I'm looking in the wrong place to try and solve this?
Thank you