Hello Community,
I’m trying to create a Mario bounce off enemies type behaviour.
At the moment, my Player just drops down over the enemy and I kill it.
I suspect my issue is Player is Falling?
I’d be grateful for any help please.
Thanks
Hello Community,
I’m trying to create a Mario bounce off enemies type behaviour.
At the moment, my Player just drops down over the enemy and I kill it.
I suspect my issue is Player is Falling?
I’d be grateful for any help please.
Thanks
Add here WAIT action like 0.2 or 0.5
DO NOT ask me why because i have no idea
I made exact same logic for other user and i discovered that is the issue
And only way to fix it was to use wait action
To be clear that wait action should be above simulate key press action
In same exact event NOT in event above it
Hello, robertofreemano
I think you need add an action called “Allow jump again” before you simulate the press jump:
Thanks @Rasterisko,
I think this Allow jump again is missing in GDevelop is: 5.5.228
Thanks @ZeroX4,
It’s not quite the effect I’m looking for but I appreciate your input. My Player falls to the floor before the jump kicks in.
Look
This collision checker you see as red square should ensure it works as you want
However it does not
Like do not care about when enemy should be deleted
But do notice that jump should happen as soon as collision checker hits enemy
Yet there is delay
And now imagine you without that collision checker
Oh, it’s not missing. You need to add a new behavior. Sorry I didn’t mention that. The behavior is “Coyote time and air jump”:
And you can put 0 in the “Number of air jumps” and “Coyote time duration” so that this does not affect your platform movement:
Managed to achieve - Thank you so much @Rasterisko & @ZeroX4