Castlevania-style jump trajectory

I tried to make it so that the player could only direct the trajectory of their jump when they first jump, as in Castlevania. People are not helicopters. Even in Sonic it only works for a single dude. The problem is, now the player only moves in 4 directions: up, down (after going up), left, and right. There is no jump trajectory.

I did turn off default controls to do this. Here’s my events. Does anybody know how to make this work?

EDIT: What I mean is that if you are running right at the time of your jump, or if you press the right key when you jump, you go right, and lose all control of the player’s movement until you land.

Make boolean variable and call it ControlLock

When player jumps
So you use condition
Player is JUMPING

You set that variable ControlLock to true
And you simulate keypress in whatever direction player was pressing when jumping

So as long as your player is in the air and ControlLock is true
You simulate kepress and disable player controls
You could use remap behavior for that
When player is on floor there is condition for that
You change ControlLock to false

And so only thing to do when player starts a jump
Check is he either pressing left or right nor nothing
And now you would have another variable for that
Or ultra cheat have ONLY ControlLock variable but make it number variable
ControlLock =
0 - Enable player controls
1 - Disable controls simulate Left key pressed
2 - Disable controls simulate Right key pressed
3 - Disable controls and let player jump in one place

So player is on the floor change ControlLock set to 0

If I understand, what you’re talking about isn’t the problem; the problem is that the left key and the jump key don’t both register at the same time unless you allow changing direction middair, maybe because the direction key is only so long as the key is pressed, rather than applying a constant force.

i don’t get the problem,
the platformer behaviour have all needed.
I just flipped the character…
events here

if u mean the transition in air thaz an anim problem

No, the problem is that I want my player have to be pressing the right key at the time of the jump in order to jump right, disabling aerial steering. That’s the main thing.

that happened in old castlevanias from 1 to rondo of blood…
from sotn and the ds/3ds ones they removed it…(even in some gba vers)
i too consider it obsoleted…
but then i dunno how to help…i mean i have to dig more into it.
It’s a meatter to remove forces at precise time…btw

or if u want unconditional jump u may use a premade svg curve with curved movement extension…thaz what i would do.

Thinking about it, I can see why it would be removed; in a platformer, I always adjust my predicted landing point midair. That being said, do you think it would work to just disable both directional keys upon jumping straight upward and disable left or right key presses if you jump right or left? I think that would actually probably work better.

what i suggest is to do something similar as zero suggested…
at the time of jump disable the platformer behavior and use the curved movement extension so all jumps will looks the same…
your solution may works too…but you will probably end to have slightly different jump distance each time

Please explain to me what you understand

Arrows to move space to jump

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Yeah, that’s basically the fix I just came up with except instead of using the variable, I just simulated the keys directly.

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