Pixel Game Maker MV

Pixel Game Maker MV

pegamega Aug 24, 2019 @ 7:51am
Attacking gives infinite jump's?
So I used the tutorial because I'm new to this software and made evrything just like it showed in the tutorial. I just finished step 7 and though that the infinite jump from attacking get's fixed in this one but it didn't. If anyone know's what I maybe done wrong please answer.
Last edited by pegamega; Aug 25, 2019 @ 9:58pm
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Showing 1-14 of 14 comments
Depth Death Sep 21, 2019 @ 9:36am 
I think I've seen the same problem.
pegamega Sep 21, 2019 @ 10:19am 
Originally posted by Depth Death:
I think I've seen the same problem.
Did you find an way to fix it?
Eldrin Sep 21, 2019 @ 10:28am 
Attacking gives infinite jumps? What are you making gunz the duel?
pegamega Sep 21, 2019 @ 11:17am 
Originally posted by Eldrin:
Attacking gives infinite jumps? What are you making gunz the duel?
No. If I try to use a slash that I made in the tutorial and hold the jump button while I do that. The character just jumps infinite times until I release the jump and the slash button.
Depth Death Sep 21, 2019 @ 11:35am 
no solution, except to unlink jumping and attacking, but then you can't attack while jumping. Maybe there's a setting in jump options or maybe because it is linked to wait that it messed it up?
Last edited by Depth Death; Sep 21, 2019 @ 11:37am
Depth Death Sep 21, 2019 @ 11:55am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1869189177&fileuploadsuccess=1

Another work around is to set the Input to
A ON PRESS for trigger type instead of PRESSED
Depth Death Sep 21, 2019 @ 12:00pm 
Originally posted by PegaMega:
Originally posted by Depth Death:
I think I've seen the same problem.
Did you find an way to fix it?

Changing most of the trigger types to ON PRESS from PRESSED helps.

neptune66 Sep 22, 2019 @ 5:04am 
:D
Decker Sep 23, 2019 @ 3:01am 
Ok, so here's what you need to do;
unlink "Jump" and "Attack" Actions
On the "Jump" Action, check the "Enable Custom Jump" (don't know if this is optional)
Copy the "Attack" Action and paste it near your "Jump" Action and rename it to "Jump Attack"
Link "Jump" to "Jump Attack" Click the Link and check "The Following Has Been Input" and set to X on Press.
Copy the "Jump" Action and paste it near the "Jump Attack" Action and rename it to "Jump Wait" and uncheck the boxes "Perform Jump" & "Enable Custom Jump"
Create a Link from the "Jump Attack" Action to the "Jump Wait" action and under "Condition to Change Actions" check the "If Motion Animation Plays to the End" option.

Now Create a new link from the "Jump Wait" action to the "Wait" action and in this link set in "Other Condition Settings" a "Contact with Tile's Wall Detection" and select the arrow pointing down for the floor.

Create another Link from the "Jump Wait" action to "Walk" and set in "Other Condition Settings" "Contact With Slope" and under both options check "Do Not Set".


Viola :)

Hope this helps x
pegamega Sep 23, 2019 @ 7:49am 
Originally posted by Nixy Time:
Ok, so here's what you need to do;
unlink "Jump" and "Attack" Actions
On the "Jump" Action, check the "Enable Custom Jump" (don't know if this is optional)
Copy the "Attack" Action and paste it near your "Jump" Action and rename it to "Jump Attack"
Link "Jump" to "Jump Attack" Click the Link and check "The Following Has Been Input" and set to X on Press.
Copy the "Jump" Action and paste it near the "Jump Attack" Action and rename it to "Jump Wait" and uncheck the boxes "Perform Jump" & "Enable Custom Jump"
Create a Link from the "Jump Attack" Action to the "Jump Wait" action and under "Condition to Change Actions" check the "If Motion Animation Plays to the End" option.

Now Create a new link from the "Jump Wait" action to the "Wait" action and in this link set in "Other Condition Settings" a "Contact with Tile's Wall Detection" and select the arrow pointing down for the floor.

Create another Link from the "Jump Wait" action to "Walk" and set in "Other Condition Settings" "Contact With Slope" and under both options check "Do Not Set".


Viola :)

Hope this helps x
Thank's I'm gonna try it tomorrow though because I don't have much time today.
Zaenos Dec 26, 2023 @ 5:05pm 
Necroposting, because I was having this problem and this thread is the top Google result.

There's a much easier, more logical answer:

1. Click on the link from "Waiting" to "Jump".
2. Under "Other Condition Settings" add "Contact with Tile's Wall Detection" and click the down arrow by the player's feet to highlight it, then click "OK".
3. Change "Condition to Change Actions" to "Change if All Conditions Are Met".
4. Repeat steps 2 and 3 for any other links leading to "Jump".

Now the game checks to make sure you're touching ground before allowing you to jump.
Last edited by Zaenos; Dec 26, 2023 @ 5:07pm
LavaWave Dec 27, 2023 @ 1:33pm 
Originally posted by Zaenos:
Necroposting, because I was having this problem and this thread is the top Google result.

There's a much easier, more logical answer:

1. Click on the link from "Waiting" to "Jump".
2. Under "Other Condition Settings" add "Contact with Tile's Wall Detection" and click the down arrow by the player's feet to highlight it, then click "OK".
3. Change "Condition to Change Actions" to "Change if All Conditions Are Met".
4. Repeat steps 2 and 3 for any other links leading to "Jump".

Now the game checks to make sure you're touching ground before allowing you to jump.

There is an easier way via using child objects, make a gun/weapon and in the action list of the main character make a start action and put generate the gun as a child object in that action and then make the start action change to idle/walking with the condition set change unconditionally.

The Kero Blaster example/template uses this method and it makes it very easy to set up, I think it comes with PGMMV so you can load it up and learn how child objects work.
korytoombs Dec 27, 2023 @ 4:02pm 
This gets more complicated if you want a falling animation, separate from your jumping one. I would suggest this, if your games going to have a lot of jumping. I'm only able to attck once before my jump peak is reached. In both cases, it goes to falling. Falling doesn't stop until contact is made.
Last edited by korytoombs; Dec 27, 2023 @ 4:02pm
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