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The Jump (v1.0)

Image:
screenshot of the scene

Author: Fan Japan

Group: Default

Filesize: 82.08 kB

Date added: 2018-08-19

Rating: 5.9

Downloads: 2920

Views: 539

Comments: 8

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

How to play:
Keep jumping...

← → Move Player.
Press Spacebar to start the game!

Thank you for playing my game. I'd really appreciate that!:D

Creators: Fan Japan
Special thanks: (none)

Important! Read this:
Do not copy anything from this project. Re-make is acceptable but you have to credit me.
If you don't follow one of the rules above, you will get a serious trouble (you know, I really hate those copy cats).

About Fan Japan
No links to any websites allowed!
Algobox: Fan Japan

Bye:D

...

(This is the end of the description, thank you for reading)
Last edited at 2018/08/19 12:20:26 by wild bill
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very nice map and I won and don't worry I will never copy
A very good rage game. Keep it up!
Pretty good!:tup:
But you don't have to remind people that copying things is against the rules,everyone knows that.

I rated this a 9!
Fan Japan you don't make the rules here, Algodoo does and you broke one of them with that youtube link that I removed.
It's good to see a thyme scripted game again. As a thyme user, let me give you some handy tips:

Instead of coding all the spikes with the same onCollide, give the spikes the materialname "spike", and code the player cube's oncollide like this:

e.other.materialname == "spike" ? {
pos = [5.0, -10.999876];
vel = [0, 0]
}

Don't store variables as scene.my.variables if you only need them for one object. Instead, use the empty black box in the player's script menu and type "_jump = false"
Then, instead of comparing if _jump == 0, you compare
_jump && keys.isdown("up") ? {
vel = vel + [0, 10];
_jump = false
} : {}
The && combines both conditions into one. Now you can only jump if _jump is true.
You can also leave out e.this. and just type "vel=...", as "e.this.vel" and "vel" are the exact same, but "vel" has less workaround.

Instead of using tiny platforms to set the jump value to 0, instead use the player's onCollide like this:

(e)=>{
e.pos(1)<=pos(1)-size(1)*0.4 ? {_jump = true} : {}
}

It compares if it collides with something under it, and if yes, enable it to jump.

If you have any more questions or want more usefull thyme tips, just ask me either via @fra32 in a comment, or(preferably) using a direct message in the algodoo forum's.
@fra32 Hey, I really appreciate the tips. I'd like more, but I've basically abandoned Algobox as it's basically a minefield of bad scenes. I do some stuff in my own time, but I don't really publish them on Algobox. They use some Thyme scripting, and I would like to know more. I'll leave you my contact info for the forums if you want it.
That would be good. Best would be for you to visit my forum profile, and use the "send private message" button to message me. I usually check on the forum once every week or less, but if I expect a message, it can also happen once every day
8/10 Really good