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Because why wouldn't you want to rip off your wings and use them as moon shoes?
For those interested in the technical how-to's:
1. When spring wings is active and the player presses jump, set a boolean variable to true and set max walk speed to 0 (so player can't move while charging up the jump) 2. Call an event which repeats every .1 seconds and increments a float variable to see how long the player is holding down the jump button 3. When the player releases the jump input action, set the boolean to false and launch the character in the positive z-direction by scaling it based on how long the player holds down the jump button. This way, the player will jump higher the longer they hold the button 4. Of course, you don't want the player to jump infinitely high, so after 2 seconds of charge, force the jump event so the player can't charge indefinitely 5. Add a cool launch particle effect which is just a ring material that grows over time and which scales based on how long the player holds the jump button​
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AuthorOur genius Reky Studios blogger extraordinaire, mmmmGoodDinner. Archives
August 2019
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