Fake gravity in shooter module? 4.5.9

Toad64

New member
Is there a simple way to "fake" a monster jumping in the shooter module? I don't think there's any gravity in the module, but I wanted to have an enemy do a jumping animation. Any tips on how to go about doing this?
That Byte Off deadline is coming faster than I'd like, haha!
Thanks in advance!
 

smilehero65

Active member
Is there a simple way to "fake" a monster jumping in the shooter module? I don't think there's any gravity in the module, but I wanted to have an enemy do a jumping animation. Any tips on how to go about doing this?
That Byte Off deadline is coming faster than I'd like, haha!
Thanks in advance!
I think to do that you would need to implement gravity from the platformer modules.
Then create an ActionStep Flag that makes the object react to gravity.

Would be a kind of a tiring process.
Sorry I am not providing code, the deadline is also killing me lol
 

baardbi

Well-known member
Is there a simple way to "fake" a monster jumping in the shooter module? I don't think there's any gravity in the module, but I wanted to have an enemy do a jumping animation. Any tips on how to go about doing this?
That Byte Off deadline is coming faster than I'd like, haha!
Thanks in advance!
Jumping (like smilehero65 said) requires gravity. But you could make some sort of wave movement. Take a look at this tutorial:

 
Is there a simple way to "fake" a monster jumping in the shooter module? I don't think there's any gravity in the module, but I wanted to have an enemy do a jumping animation. Any tips on how to go about doing this?
That Byte Off deadline is coming faster than I'd like, haha!
Thanks in advance!
I would just use the platformer physics script and change...
doneWithH:
LDA Object_vulnerability,x
AND #%00000001
BEQ +skip
;;; What should we do if vulnerability bit 0 is flipped?
JMP doneWithGravity
+skip
to this:
doneWithH:
LDA Object_vulnerability,x
AND #%00000001
BNE+skip
;;; What should we do if vulnerability bit 0 is flipped?
JMP doneWithGravity
+skip
then in the action step you want the jump make the jump action have flag0 checked
after that you could just toy around with the action steps to figured out the movement you want
 

Toad64

New member
Hmmm, a couple of good suggestions to look at, thanks everyone. I'll play around and see what works best!
 
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