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Post by emlynhughes on Dec 30, 2017 21:17:51 GMT
I'm sorry if I'm doing something wrong as I've started using AGD a few days ago. Anyway, the problem is that apparently in AGD 4.7 when I switch to 24 pixels height, the jump logic stops working. I made a bare minimum logic test to check where was the problem, and that was my conclusion.
Do you know if it could be my mistake or it's a bug? There is any workaround if that's the case?
Thanks in advance.
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Post by alessandro on Dec 31, 2017 23:31:54 GMT
My Seto Taisho To Kazan game was made with AGD 4.7 and has 16x24 sprites, and the jump behavior shows nothing strange. I even modified the default jump table. What does exactly happen in your case? And by the way, Happy New Year!
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Post by emlynhughes on Jan 1, 2018 17:32:41 GMT
Hi Alessandro, happy new year to you too Well, my test consists on: 1) load vanilla AGD 4.7 2) make a dummy sprite 3) select keys qaop(space) 4) select player control (manic miner style) in events and save script without any change 5) play the game until here everything works as it should do. 6) now we change sprite height to 24 instead of 16 7) play the game and... jump is gone. You can press they key but the sprite doesn't actually does the jump. I've also added other debugging actions like changing sprite or whatever and AGD does the other stuff but not jumping, don't know why
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Post by alessandro on Jan 4, 2018 11:21:35 GMT
The "Manic Miner style controls" default script is bugged (and needs to be optimized as well). Remove the FALL command at the beginning and put it under the ENDIF where the JUMP command is (e.g. IF KEY 3 / JUMP / ENDIF / FALL). This should resolve the issue.
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Post by emlynhughes on Jan 4, 2018 16:48:32 GMT
Problem solved Thanks Alessandro
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