Jump Script Fix - aka - I believe I can (stop) fly(ing)

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cornphillips
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by cornphillips » Sat Sep 01, 2018 6:47 am

Its a great fix but it doesn't solve my problem, maybe an issue with the collision system.

When I am moving right or left, and falling in the air, when i hit the ground, i appear to hit, then bounce up a pixel for a few frames, then i fall to the ground.
It makes precision platforming much more frustrating to handle.
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WolfMerrik
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by WolfMerrik » Sat Sep 01, 2018 3:38 pm

cornphillips wrote:
Sat Sep 01, 2018 6:47 am
Its a great fix but it doesn't solve my problem, maybe an issue with the collision system.

When I am moving right or left, and falling in the air, when i hit the ground, i appear to hit, then bounce up a pixel for a few frames, then i fall to the ground.
It makes precision platforming much more frustrating to handle.
I had not noticed that in the platformer I was working on, but I will definitely take a look at it, and maybe we can both figure it out.
I know the bounding boxes take into account an extra pixel, so I took one off the bottom of my player object.

Although it sounds like you are indeed having an issue with something in the collision script. Have you tried adjusting the values/speeds of your player object?
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Orgia Mode
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by Orgia Mode » Sat Sep 01, 2018 3:45 pm

Seems to work pretty well for me, thanks.
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WolfMerrik
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by WolfMerrik » Sat Sep 01, 2018 4:52 pm

Orgia Mode wrote:
Sat Sep 01, 2018 3:45 pm
Seems to work pretty well for me, thanks.
Thats great!

I am working on making a few other jump scripts (all based on this one)
Its simple, and it works, so for now, its the best we have =P
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dale_coop
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by dale_coop » Sat Sep 01, 2018 4:58 pm

Nice! Will try this script asap.
Thanks WolfMerrik
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WolfMerrik
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by WolfMerrik » Sat Sep 01, 2018 5:12 pm

dale_coop wrote:
Sat Sep 01, 2018 4:58 pm
Nice! Will try this script asap.
Thanks WolfMerrik
It is about time I started adding some code to this and got my feet wet with ASM.
It is definitely VERY alien to me, and this was really the first code I wrote for NESMaker

I would definitely appreciate any feedback from you, and you are very welcome!
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dale_coop
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by dale_coop » Sat Sep 01, 2018 5:16 pm

I was so excited for your script... I tested it right now.
Works great... and nice feeling during gameplay. So for me it would definitely replace the native "varJumpRelease.asm" script, in my projects.
Thank you

PS: I saw you made doubleJump too! Definitely need to test this one toot ;)
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All I need: A Damn Fine Cup of Coffee
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DanielT1985
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by DanielT1985 » Sat Sep 01, 2018 8:17 pm

This actually worked for me. It made the controls for jumping a lot better than what it did previously. Thanks for sharing the code.
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WolfMerrik
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by WolfMerrik » Sat Sep 01, 2018 8:47 pm

DanielT1985 wrote:
Sat Sep 01, 2018 8:17 pm
This actually worked for me. It made the controls for jumping a lot better than what it did previously. Thanks for sharing the code.
Thats great to hear!
Im very pleased with myself, and although it is a VERY basic script change, it greatly has helped me get the basics of ASM. So hopefully, I will be able to work on more complex scripts down the road.
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Orgia Mode
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Re: Jump Script Fix - aka - I believe I can (stop) fly(ing)

Post by Orgia Mode » Sun Sep 02, 2018 1:16 am

Wolf, can you add a comment header to your code(s) that claim credit as well as a version number in case you ever update them?
When I borrow a script, I frequently check back for updates just in case.
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