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Key Input Proc::[xxxx::Jump](For this tutorial set the button to Spacebar and make sure the Wait Until Key is Pressed is off)LoopWait 0.1 SecBranch If Var[xxxx::Jump] is 5 Key Input[xxxx::Left/Right](Make Sure Left and Right Arrows are on and everything else off including wait for key to be pressed) Branch If Var[xxxx::Left/Right] is 2 Move Event Hero::Move Up/left Up/left Up/left else Branch if Var[xxxx::Left/Right] is 3 Move Event Hero::Move Up/right Up/right Up/right else Branch if Var[xxxx::Left/right] is 0 Move event hero::Move Up Move Up Move Up end endSwitchOper::[xxxx::Fall]OnSwitchOper::[xxxx::Jump]OffendEnd LoopOh and yes this will allow you to move in air while you fall. Now onto Fall Part 1Branch if Var[xxxx::Hero Terrain] is 1 SwitchOper[xxxx::Fall]Off SwitchOper[xxxx::Jump]Onelse Key Input Proc[xxxx::Left/Right](Make it the same as the other key input that has Left/right) Branch If Var[xxxx::Left/Right] is 2 Move Event Hero::Move Down/left Down/left Down/left else Branch if Var[xxxx::Left/Right] is 3 Move Event Hero::Move Dwon/right Dwon/right Down/right else Branch if Var[xxxx::Left/right] is 0 Move event hero::Move Down Move Down Move Down end endendOk hopefully you have everything so far. Now Fall part 2 is necessary in order to jump your highest. With out it you would only jump 1 squareOk time for Fall Part 2. Its exactly the same except no switch to turn it on and it has a proceed with movement. so enter this nowBranch if Var[xxxx::Hero Terrain] is 1 SwitchOper[xxxx::Fall]Off SwitchOper[xxxx::Jump]Onelse Proceed With Movement Key Input Proc[xxxx::Left/Right](Make it the same as the other key input that has Left/right) Branch If Var[xxxx::Left/Right] is 2 Move Event Hero::Move Down/left Down/left Down/left else Branch if Var[xxxx::Left/Right] is 3 Move Event Hero::Move Dwon/right Dwon/right Down/right else Branch if Var[xxxx::Left/right] is 0 Move event hero::Move Down Move Down Move Down end endendNow for terrain because without this one, None of this would work at allLoopwait 0.1 SecStore Terrain ID in [xxxx::Hero X](For hero x slot)[xxxx::HeroY(For hero Y slot) and Store terrain in [xxxx::Hero Terrain]End Loop