Ledge Hanging

Darkhog

  • Posts: 1243
2) Press the down arrow will now drop you from a ledge.  Be careful, because this is also the duck button, so if you want to grab the next ledge down, just press the down arrow once rather than holding it.

I strongly suggest this to be an option, because sometimes (e.g. in games when ducking is most important) this can led to many problems and the original behavior (down+jump) would do better there.

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tabletop

  • Posts: 379
This is great! looking forward to the climb up animation thing. Although personally, I think the behavior is much smoother and flowing when down + jump is to let go, and you only grab onto things when falling, but having a checkbox/option for them would be even better ofcourse. I did notice there seems to be a large speed/force boost when jumping off the opposite direction where you are holding onto to, much more than a regular jump.

Rhys

  • Posts: 1046
Coming along great, I can see this being very useful for many platforming games.

Winzenheimer

  • Posts: 97
Coming along great, I can see this being very useful for many platforming games.

Agreed, I would definitely like to use this in future projects.

Blob

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  • Posts: 721
When the final version gets uploaded this will be my favorite behavior on Forge.

~ Blob

Greg

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  • Posts: 1259
I'm almost done with the ledge hanging -- the ability to use an animation to climb up is still giving me a hard time.  The main issue is that you have to disable all other movement while the animation is happening -- you also have to physically move the collision box into the correct space after the animation is done playing.  Also, what if you're on a ledge that doesn't have enough space to stand above it -- there's another issue.  I may just ship what I have and try to deal with the animations later. 

I'm also going to integrate the jetpack and grappling hook functionality into the example game.  Since I spent so much time working on them and no one has seemed to use them, I figured maybe an example was needed (that or they just suck :) ). 

So far I've added the jetpacks as a pick up in the demo game -- use the Up arrow to activate them.

tabletop

  • Posts: 379
The jetpack works awesome when put on a character sprite like in this demo. This is like the complete platforming engine.

 The only problem I can see with the grappling hook as I can recall is how would one go about adding animations to go along with it.

« Last Edit: March 17, 2011, 12:54:26 pm by tabletop »

Epic428

  • Posts: 1118
You should make it so the player cannot grab the ledge while the down key is pressed. otherwise he quickly grabs and the lets go.

Also, I noticed when falling down the chamber in the beginning, if you hold the arrow key in the direction of the opposite side of the ledge your hanging on, and then press the jump key, the play moves so fast he hits the wall and shoots upward.

Ex. Player is hanging on ledge on the left side. I press and hold right arrow key then press jump. player will fly to the right, hit the wall, then shoot upward.
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GrimmStudios

  • Posts: 1
I'm also going to integrate the jetpack and grappling hook functionality into the example game.  Since I spent so much time working on them and no one has seemed to use them, I figured maybe an example was needed (that or they just suck :) ). 

I haven't seen the grappling hook yet, but the jet pack definitely doesn't suck.  I'm looking forward to getting my hands on the hanging stuff and seeing what I can make it do.

Like was already said, it's the ultimate plat former kit.

Ethan

  • Posts: 177
Is this uploaded on SF? This is awesome.

Gonz

  • Posts: 11
Greg, this works perfectly, and I'd very much like to include this mechanic in my game. Have you considered making it available on StencylForge?

Greg

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  • Posts: 1259
I'll see if I can clean this up and put it on Forge

zbginji

  • Posts: 7
I've been trying to figure out a way to do exactly what you are with the ledge grabbing. If it is almost up on forge then I guess I can wait and see then how you did it. Just curious though, are you using regions?

Greg

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  • Posts: 1259
Worked on it a bit more today.  I'll start a new thread to keep things cleaner.