Help! I want momentum to carry over when player jumps from a dash

I’m trying to build a very specific type of Dash. I’m using the Horizontal Dash behavior which is part of the “Advanced platformer movements” extension.

My game has a very snappy feel to it. See Mega Man for reference:
Mega Man Game by Game: Everything You Need to Know About 'Mega Man 1' | Goomba Stomp Magazine
Normally I don’t want there to be a sense of momentum. If you run, then jump and then immediately let go of buttons, the character should stop moving in mid air and fall straight down.

But I want things to work a little differently when the player dashes. If player dashes IN THE GROUND and then quickly jumps, I want the momentum to carry over. I want the player to be flung across the screen in a beautiful arc, and stop immediately upon landing (dead in its tracks). While in the air, I want the player to be able to slow down and shorten the horizontally traveled distance.

I’m having really hard time implementing this because I don’t really know how to use the extension. Reading it’s documentation didn’t clear things up for me.


The “Cool down duration” appears to be the only parameter I fully understand. I don’t know how “sustain” works in this context and how the “sustain” values are in relation to the “basic ones”. I don’t understand the role of PlatformerConfigurationStack either. What are configuration layers, configuration changes and character configurations?

If you know how to build the kind of dash-jump I described, your help would be appreciated. Clarifications about the inner workings of this extension are equally important. I might be able to build it myself if I understand the tools :confused:

Thank you!

Hi! Anyone got any info or knowledge about this? Thank you :slight_smile: