Share and discuss custom LunaLua code and content packs for SMBX2.
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Emral
- Cute Yoshi Egg

- Posts: 9865
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- Flair: Phoenix
Postby Emral » Sun May 24, 2020 4:00 am
A staple in platformers for decades (notably used in the DKC series since the first entry, for example). Coyote time describes the idea of being able to jump a few frames after leaving the ground, in a nod to Wile E. Coyote from Road Runner.
This script is multiplayer compatible.
The script:
https://pastebin.com/2eb5i94B
You can customize:
coyotetime.frames: A number value corresponding to the frames of coyote time. Default is 5.
coyotetime.onJump: A function to override, with the parameters passed as a jumping player and whether they are spinjumping. If you have any silly jump modifications in your own code, this is where you can take care of them.
Short demonstration:
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FireSeraphim
- Buster Beetle

- Posts: 85
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Postby FireSeraphim » Mon May 25, 2020 1:17 am
This is a pretty nifty addition although I personally refer to it as the "Drop Hop".
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lan vuhoang
- Swooper

- Posts: 67
- Joined: Wed Jul 03, 2019 7:31 am
Postby lan vuhoang » Mon May 25, 2020 7:41 am
And I refer to it as "Jump Extension" as it was how it's called in Doom Eternal.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Mon May 25, 2020 8:52 am
And I refer to it as the "midair jump" because that is what it is.
Or alternatively, the "fall canceller", or even "invisible ledge jump". 
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Hoeloe
- Phanto

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Postby Hoeloe » Mon May 25, 2020 12:12 pm
I mean... you can call it what you like, but "coyote time" is the industry standard term.
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Taycamgame
- Gold Yoshi Egg

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Postby Taycamgame » Mon May 25, 2020 12:42 pm
Hoeloe wrote: ↑Mon May 25, 2020 12:12 pm
I mean... you can call it what you like, but "coyote time" is the industry standard term.
Didn't know that... though to be fair I suppose Enjl would not have plucked a random animal out of thin air 
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PROX
- Van De Graf

- Posts: 1964
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Wed May 27, 2020 3:36 pm
ah yes, this definitely fixes the notorious "I refuse to jump" issue.
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DrMekar
- Eerie

- Posts: 781
- Joined: Sat Apr 08, 2017 7:16 am
- Flair: CUSTOM CHARACTER CREATOR
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Postby DrMekar » Sat Jun 06, 2020 6:28 am
Would it be possible to limit the abilty to one (legacy) Character like Toad?
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Emral
- Cute Yoshi Egg

- Posts: 9865
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Jun 06, 2020 7:00 am
DrMekar wrote: ↑Sat Jun 06, 2020 6:28 am
Would it be possible to limit the abilty to one (legacy) Character like Toad?
Encase the scope of the player for loop in a character check.
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DrMekar
- Eerie

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Postby DrMekar » Sat Jun 06, 2020 7:56 am
Enjl wrote: ↑Sat Jun 06, 2020 7:00 am
DrMekar wrote: ↑Sat Jun 06, 2020 6:28 am
Would it be possible to limit the abilty to one (legacy) Character like Toad?
Encase the scope of the player for loop in a character check.
Could you show me where I have to encase the Character Check?
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Emral
- Cute Yoshi Egg

- Posts: 9865
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Jun 06, 2020 8:31 am
DrMekar wrote: ↑Sat Jun 06, 2020 7:56 am
Enjl wrote: ↑Sat Jun 06, 2020 7:00 am
DrMekar wrote: ↑Sat Jun 06, 2020 6:28 am
Would it be possible to limit the abilty to one (legacy) Character like Toad?
Encase the scope of the player for loop in a character check.
Could you show me where I have to encase the Character Check?
Like I said, everything inside the player for loop. An if statement that starts just after the for loop begins, and ends just before it closes.
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DrMekar
- Eerie

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Postby DrMekar » Sat Jun 06, 2020 9:27 am
Enjl wrote: ↑Sat Jun 06, 2020 8:31 am
DrMekar wrote: ↑Sat Jun 06, 2020 7:56 am
Enjl wrote: ↑Sat Jun 06, 2020 7:00 am
Encase the scope of the player for loop in a character check.
Could you show me where I have to encase the Character Check?
Like I said, everything inside the player for loop. An if statement that starts just after the for loop begins, and ends just before it closes.
Code: Select all function ct.onTick()
for k,p in ipairs(Player.get()) do
So after this section, right?
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Emral
- Cute Yoshi Egg

- Posts: 9865
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Jun 06, 2020 9:53 am
DrMekar wrote: ↑Sat Jun 06, 2020 9:27 am
Enjl wrote: ↑Sat Jun 06, 2020 8:31 am
DrMekar wrote: ↑Sat Jun 06, 2020 7:56 am
Could you show me where I have to encase the Character Check?
Like I said, everything inside the player for loop. An if statement that starts just after the for loop begins, and ends just before it closes.
Code: Select all function ct.onTick()
for k,p in ipairs(Player.get()) do
So after this section, right?
Yes.
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DrMekar
- Eerie

- Posts: 781
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Postby DrMekar » Sat Jun 06, 2020 11:42 am
Enjl wrote: ↑Sat Jun 06, 2020 9:53 am
DrMekar wrote: ↑Sat Jun 06, 2020 9:27 am
Enjl wrote: ↑Sat Jun 06, 2020 8:31 am
Like I said, everything inside the player for loop. An if statement that starts just after the for loop begins, and ends just before it closes.
Code: Select all function ct.onTick()
for k,p in ipairs(Player.get()) do
So after this section, right?
Yes.
Okay, Thank You.
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Mon Jun 08, 2020 2:39 am
Archived
Last edited by Archived on Mon Jan 30, 2023 10:20 pm, edited 1 time in total.
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Emral
- Cute Yoshi Egg

- Posts: 9865
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Jun 08, 2020 2:43 am
Eclipsed wrote: ↑Mon Jun 08, 2020 2:39 am
Enjl wrote: ↑Sun May 24, 2020 4:00 am
Ping
I was wondering since you made this script if you were planning on making a buffer jump script that basically fixes the other issue of why sometimes jumping of smbx doesn't feel like it'd come out.
Not at the moment. I have something like that in my episode, but it works in a way in which it's not suitable for abstracting into a script, unlike coyotetime and playerphysicspatch were. I'd need to rewrite it from scratch to make it work as a library, which is something I miiight do in the future, but that's not a promise and more my own uncertainty.
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Sat Jun 13, 2020 4:23 am
Archived
Last edited by Archived on Mon Jan 30, 2023 10:24 pm, edited 1 time in total.
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Wed Jul 15, 2020 1:56 pm
Archived
Last edited by Archived on Mon Jan 30, 2023 10:33 pm, edited 1 time in total.
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Emral
- Cute Yoshi Egg

- Posts: 9865
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Jul 15, 2020 1:58 pm
Eclipsed wrote: ↑Wed Jul 15, 2020 1:56 pm
Enjl wrote: ↑Sun May 24, 2020 4:00 am
A staple in platformers for decades (notably used in the DKC series since the first entry, for example). Coyote time describes the idea of being able to jump a few frames after leaving the ground, in a nod to Wile E. Coyote from Road Runner.
Hey, would this script also work with jumps a few frames after leaving water or is this just the ground? As you know, jumping out of a downward moving water layer is super buggy and annoying to do currently.
Only ground. Never had problems with what you described.
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Wed Jul 15, 2020 2:22 pm
Archived
Last edited by Archived on Mon Jan 30, 2023 10:33 pm, edited 1 time in total.
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