There's a heck load of tutorials and examples already on the site dude. Just use the search thing to find what you need. All of these things have been covered over and over with many different ways of doing things. Rather than having people sigh and copy and paste it all here again, go have a look dude
I used to love this method, but I don't often see other people use it:
On pressing (jump)
+PlayerDownDetector is overlapping a backdrop
--Player: Set YIn to 25
Negated(PlayerDownDetector is overlapping a backdrop)
--Start loop 'butts' for (YIn / 4 + 1) loops
Negated(PlayerDownDetector is overlapping a backdrop)
+YIn > -25
--Subtract 1 from YIn
On loop 'butts'
+YIn > 0
+Negated(PlayerUpDetector is overlapping a backdrop)
--Player: Set Y Postition to Y(Player) - 1
On loop 'butts'
+YIn < 0
Negated(PlayerDownDetector is overlapping a backdrop)
--Player: Set Y Postition to Y(Player) + 1
PlayerDownDetector is overlapping a backdrop
--Set YIn to 0
Naturally you can tweak all the values; I just guessed at those ones anyway.
Edited by the Author.
n/a
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
6th December, 2007 at 08:23:59 -
Radix's way is a really good way of doing it. I also use it, since it's completely safe. It's a system that prevents walking through wall rather than pushing him back, which means there can't be any more bugs in that department.