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#Actualthok

Posted 24 January 2013 - 05:52 AM

How do you develop 2d jumping like the kind found in megaman, or Mario. I know you have to control y velocity I have gotten that far I even have my character jumping but he never caps his jump if I leave the jumping button pressed he will jump forever any help would be greatly appreciated and thank you in advance ps I'm using slick2d with Java

Have you modelled gravity into your game yet? If not, I would do that first. Place the character up in the air somewhere and apply gravitational forces to pull your character down. (By the way, you can apply this downward force all the time--which is physically realistic anyway.) You'll also need to implement basic collision detection and response between the character and a platform.

So with these components you have:
- character is up in the air
- gravity pulls it down
- platforms "catch" the character so it doesn't fall forever

With these in place, implementing jumping is simply a matter of giving the character an initial upward velocity when the key is pressed. The opposition of gravity will gradually decelerate the character, it will stop moving at the peak of the jump, and beginning falling. If implemented correctly, you should get a nice, smooth, parabolic jump. That's it in a nutshell, but there are some cases you need to account for. As Cornstalks said, you need to make sure you're already on the ground before you can jump. Also, you need all around collision response to handle, for example, what happens when the character jumps and hit its head on a platform above.

Hopefully that helps.

#3thok

Posted 24 January 2013 - 05:51 AM

How do you develop 2d jumping like the kind found in megaman, or Mario. I know you have to control y velocity I have gotten that far I even have my character jumping but he never caps his jump if I leave the jumping button pressed he will jump forever any help would be greatly appreciated and thank you in advance ps I'm using slick2d with Java

Have you modelled gravity into your game yet? If not, I would do that first. Place the character up in the air somewhere and apply gravitational forces to pull your character down. (By the way, you can apply this downward force all the time--which is physically realistic anyway.) You'll also need to implement basic collision detection and response between the character and a platform.

So with these components you have:
- character is up in the air
- gravity pulls it down
- platforms "catch" the character so it doesn't fall forever

With these in place, implementing jumping is simply a matter of giving the character an initial upward velocity when the key is pressed. The opposition of gravity will gradually decelerate the character, it will stop moving at the peak of the jump, and beginning falling. If implemented correctly, you should get a nice, smooth, parabolic jump. That's it in a nutshell, but there are some cases you need to account for. As Cornstalks said, you need to make sure you're already on the ground before you can jump. Also, you need all around collision response to handle, for example, what happens when the character jumps and hit its head on a platform above.

Hopefully that helps.

#2thok

Posted 24 January 2013 - 05:47 AM

How do you develop 2d jumping like the kind found in megaman, or Mario. I know you have to control y velocity I have gotten that far I even have my character jumping but he never caps his jump if I leave the jumping button pressed he will jump forever any help would be greatly appreciated and thank you in advance ps I'm using slick2d with Java

Have you modelled gravity into your game yet? If not, I would do that first. Place the character up in the air somewhere and apply gravitational forces to pull your character down. (By the way, you can apply this downward force all the time--which is physically realistic anyway.) You'll also need to implement basic collision detection and response between the character and a platform.

So with these components you have:
- character is up in the air
- gravity pulls it down
- platforms "catch" the character so it doesn't fall forever

With these in place, implementing jumping is simply a matter of giving the character an initial upward velocity when the key is pressed. The opposition of gravity will gradually decelerate the character, it will stop moving at the peak of the jump, and beginning falling. If implemented correctly, you should get a nice, smooth, parabolic jump. That's it in a nutshell, but there are some cases you need to account for. As Cornstalks said, you need to make sure you're already on the ground before you can jump. Also, you need all around collision response to handle, for example, what happens when the character jumps and hit its head on a platform above.

Hopefully that helps.

#1thok

Posted 24 January 2013 - 05:44 AM

How do you develop 2d jumping like the kind found in megaman, or Mario. I know you have to control y velocity I have gotten that far I even have my character jumping but he never caps his jump if I leave the jumping button pressed he will jump forever any help would be greatly appreciated and thank you in advance ps I'm using slick2d with Java

Have you modelled gravity into your game yet? If not, I would do that first. Place the character up in the air somewhere and apply gravitational forces to pull your character down. (By the way, you can apply this downward force all the time--which is physically realistic anyway.) You'll also need to implement basic collision detection and response between the character and a platform.

 

So with these components you have:

- character is up in the air

- gravity pulls it down

- platforms "catch" the character so it doesn't fall forever

 

With these in place, implementing jumping is simply a matter of giving the character an initial upward velocity when the key is pressed. That's it in a nutshell, but there are some cases you need to account for. As Cornstalks said, you need to make sure you're already on the ground before you can jump. Also, you need all around collision response to handle, for example, what happens when the character jumps and hit its head on a platform above.

 

Hopefully that helps.


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