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Author Topic: FALL GRAVITY  (Read 389 times)

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Offline I.E.T. Arcade

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FALL GRAVITY
« on: October 08, 2016, 09:43:26 AM »
 So far the juggle system in my project is very solid however I'd like to add some kind of juggle gravity to the characters similar to Tekken whereby the more the person is hit during a falling state the further away the opponent will travel to prevent infinite. How do I go about doing this?

Any suggestions would be greatly appreciated.

EDIT:I've found a work around  :Terry but I'm still interested on seeing how this is achieved.
« Last Edit: October 08, 2016, 10:40:18 AM by S2G »



Offline Cyanide

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Re: FALL GRAVITY
« Reply #1 on: October 09, 2016, 02:34:59 AM »
A really really easy way would be making sure that you have

hitcountpersist = 1

In each attacking state. Then do something like

fall.velocity (or whatever the parameter is) = value-hitcount

So if it's the first hit, it'll be normal distance. Lets say you have 3 attacks in a chain with the values -4 -2 -3
The above would convert them to
-4 -3 -4

Pretty it's not, but it is easy.

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