I made a simple jumping event system for my contest entry
it was a parallel process common event.
pseudocode:
if button A is pressed
if facing up
jump up 2 squares, skip if cannot move, wait for completion
wait 15 frames
else
if facing right
jump right 2 squares, skip if cannot move, wait for completion
wait 15 frames
else
if facing left
jump left 2 squares, skip if cannot move, wait for completion
wait 15 frames
else
if facing down
jump down 2 squares, skip if cannot move, wait for completion
wait 15 frames
end
end
end
end
end
the jumping itself works fine, however, it ignores the 'skip if cannot move' part, and allows the character to land on walls and even outside the map. The passibilities are set right, because walking normally, you can't access either spot, and if you're on one of the impassible tiles, you can't move.
anyone else run into this?