I was wondering if it is possible to make a incremental jump style system using the Platform movement object? Like what I mean is um like how it is done in Megaman and the later Castlevanias; Symphony of the Night, and onward. I luv playing platformers that use that type of jumping system, it makes instant action possible,such as being able to avoid a low projectile and being able to touch the ground right after jumping over it, no hang time really, which is why I am trying to put it in my game. If you have Megaman 9 I'm sure you'll know what I am talking about. Unfortunately the way the platform object works is that it only has 2 increments really, beginning jump and holding jump. Sadly this doesn't suit fast platform style games. Sooooo, anyone know what I can do? If I have to make a custom engine I will but I could use a little help thats for sure.
I can only think of one way while still using the PMO. Set the normal jump strength to the minimum that you would want your player to jump. Once that is done set the jump hold strength to something stronger than default. Then set an event restricting how high the player can jump while holding the jump button. Just off the top of my head I thought of to use an alt value.
If the player is holding jump
+ Alt value > Max
--(PMO) Player is holding jump
-- Add 1 to Alt value
I'm sure my solution is not complete but it was just off the top of my head. But it'll give you a start.
P.S. Just a quick note. If you are going to post a question, you should at least note what it is about in the heading. More people can identify with it and help you out better.
Edited by the Author.
Hello guys! I'm New! -- I've been new for a year now...haha
In the properties make sure the Jump Hold Strength is set to something like noticeable (this will be too much probably but) try 20.
Now, in the events say this:
X Object is standing on Ground
Repeat while JUMPKEYHERE is held
then
PMO>User Input>User is holding jump in the air
The X means it's negated, you might want to change the first like to Object is jumping as an alternative effect (the falling won't be affected, only the jump).