Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

reliable double-jump

Archive: 5 posts


I'm having trouble making a 100% reliable double-jump. All the tutorials I've seen fail to mention the problem I'm having, though.

My problem lies with the impact sensors that detect whether my sackbot is on the ground or not. After the sackbot lands on the ground there is a fraction of a second where he lifts back off the floor just before returning to the ground again (during his bouncy/recovery animation). I'm only able to notice this because my impact sensor with a reversed output activates every time I land (it's only supposed to activate when not on the ground).

What this does is it leaves a small window where the player can press jump again right after landing and activate the second jump (instead of the primary jump) because the impact sensor is saying the sackbot isn't on the ground. This results in that jump lacking an actual follow-up jump.

I need to know if anyone out there has a 100% reliable double jump method that I haven't seen. I've tried timers and what not to adjust counter resets and inputs but I still haven't found a way to make it reliable
2011-02-20 12:01:00

Author:
Unknown User


Are you using very low gravity? I hate how everything reacts in low gravity.

But aside from that, why not get your jump button involved somehow? Like Player Pressed X -> + Player Left the Ground -> Double Jump available
2011-02-20 12:12:00

Author:
Foofles
Posts: 2278


Are you using very low gravity? I hate how everything reacts in low gravity.

But aside from that, why not get your jump button involved somehow? Like Player Pressed X -> + Player Left the Ground -> Double Jump available

Foofles! Huge respect, man. Ive watched many of your tutorials

I'm not using adjusted gravity, attach a reversed impact sensor to a sackbot and you'll see what I'm talking about. It activates for a split-second during the landing.

I think I have a way for it to work reliably as just a ground jump -> double jump but I want the player to be able to use the secondary jump if they walk off a ledge (without activating the first jump). I keep getting stuck in the limbo of the inputs not always reseting correctly because of the landing "glitch" as I'll call it.
2011-02-20 12:30:00

Author:
Unknown User


Ah, thanks for checking out my channel I have so much more to do but can't since my computer's busted

But anyway, I never did like using a single impact sensor on a sackbot. It's hard to differentiate the direction you're hitting things from, plus there are issues since the hitbox isn't always what you expect. How about making a sort of bumper out of invisible holo? a couple slabs of it. One that would actually follow him and the other that is at his feet looking for the impact.
2011-02-20 12:41:00

Author:
Foofles
Posts: 2278


But anyway, I never did like using a single impact sensor on a sackbot. It's hard to differentiate the direction you're hitting things from, plus there are issues since the hitbox isn't always what you expect. How about making a sort of bumper out of invisible holo? a couple slabs of it. One that would actually follow him and the other that is at his feet looking for the impact.

This is what I work with - a very thin piece under sackboy's foot detecting a "landscape" tag on the floor. Making it thin stops you from triggering on walls etc., without having to separately tag walls as different to floor.

Note: The current uploaded version of my level doesn't have a thin enough piece, which is why it sometimes allows the occasional wall jump
2011-02-20 12:46:00

Author:
rtm223
Posts: 6497


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.