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Community discussion

Walk Backwards with Reverse Controls

Started by OO7Samurai on 16 May 2022 • 1,274 views

8 posts
#89935

Hi - 

I'm working on my first DizzyAge game. At one point Dizzy will be asked to perform a trapeeze jump. I would like the controls to be reversed and I would like Dizzy to be facing left but walk / jump right (and vice versa) - while at the top of the room (I guess using a mat only tile and CollideObject - ?).

I know it will be HandlerPlayerUpdate, but I'm not sure how to script it - or how to make it specific to where I want this to occur.

 

Any and all help appriciated :)

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#89938

@noggin-the-nog Thanks - I'll check that out. What I'm after is (I think) probably most like when you go through the mirror in Dizzy (It's been a while since I got that far though TBH).  Ta!

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#89939

Basically - it would look a bit like Moonwalking - I don't want Dizzy to be facing in the direction he's walking...(ie Press Right, Face Right, Walk Left).

'PlayerSet(P_FLIP,1)' Seems to work for Press Left, Face Left, Walk Right.

But Dizzy still faces Left when I Press Right (i.e Press Right, Face Left, Walk Left) !?! 

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#89940

You could try something like:

if(GetKey(KEY_LEFT)) PlayerSet(P_FLIP,0);
if(GetKey(KEY_RIGHT)) PlayerSet(P_FLIP,1);

You could also try changing P_DIR, Dizzy's direction of movement, which equals -1 for left and +1 for right.

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#89941

@noggin-the-nog BOOM - That's so good thanks.

I've just watched your video - wow! (I suspect I'm going to be asking you about climbing ladders in a little while).

Spoiler:  He's in a circus tent, is going to climb a up to the trapeeze and perform a backwards somersault trying to land on moving platforms - and now I can at least do one element of that 😆 . Cheers!

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#90025

Got this part sorted now - in the end I used movement.gs and have completely reversed Dizzy's behaviour while performing the stunts. The code for this game isn't going to be pretty (you could probably describe it as 'butchered' :lol: ), but I hope that the game play is getting there...but very very slowly.  

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