Thanks- So do you still want me to send you a gdp for double jumping?
No thanks... I'm not particularly interested in getting too deep into version 1 at the moment (although someone is in the process of trying to submit to me a version 1 game that is hundreds of MB in size... if the quality measures up to the size, that'd be worth stepping back to version 1 for a bit). Just hearing your description of the double jump cleverness was interesting, though.
Oh and another thing, that thing you said: double jumping is straight forward in version 2, how do you do that? Maybe I can tweek that too. :whistle:
In version 2, you could add a sprite parameter called "DoubleJumped" which gets set to zero whenever the sprite is standing on solid ground (there's a rule to check when the sprite is standing on solid ground). Then you could also add a rule that checks if:
1) The player/sprite is pressing up (initial press only)
2) AND The sprite is moving down (dy>0)
3) AND DoubleJumped=0
Then the rule inside that check could set DoubleJumped to 1 and change the sprite's y velocity (dy) to negative 6 or whatever the jump velocity is.
It's still a few steps, but it's all within the sprite rules, and not spread out through counters and special functions and such... and it's a easier to understand, I think. It also scales up to working with multiple players easily (automatically) because the sprite parameter automatically exists for each instance of the sprite.
Oh, and don't worry about your "smart" comments; I didn't take them too seriously, so don't take my reply too seriously. As you can see I even agreed with them.
(I don't get offended too easily.)