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Question by Kartik · Dec 28, 2010 at 12:44 AM · jumpitweenconstraintspaths

Path constrained characters.

Hello zombies of the internet, I'm trying to make a game featuring a path constrained character that can jump at the same time. I am trying to get working game similar to this: http://itween.pixelplacement.com/examples.php (It should be the first sample)
I have itween and a know how to make a path but I dont know how to make the character jump. If anyone could help me on this that would be great.

ps: i cannot buy the example becuase i have no paypal account.

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Answer by Jesse Anders · Dec 28, 2010 at 02:10 AM

I'm not that familiar with iTween, but if I had to guess I'd say that in that example there's a game object with no visuals attached that follows the path, and another game object that's a child of the first object that handles the jumping (where the 'jumping' occurs in local space and is relative to the first object).

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avatar image Kartik · Dec 28, 2010 at 06:20 AM 0
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I've considered that, but im pretty sure thats not how the example works. $$anonymous$$aybe the path constrains the object to only x and z axis when the jump key is pressed?

avatar image Jesse Anders · Dec 28, 2010 at 07:41 PM 0
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I have no idea how the example works, but if I may ask, why are you pretty sure it doesn't work as I described?

avatar image Kartik · Dec 29, 2010 at 07:01 AM 0
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The example shown is designed to make the effiiciency of the player the most efective and fastest. I do think your method is very efective in most ways but maybe i worded my queston wrongly. How do i make an object stray from a path and return smoothly to it at a specified time?

avatar image Jesse Anders · Dec 29, 2010 at 08:09 PM 0
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I'm not sure what you mean about 'efficiency'. The description for that demo doesn't say anything about efficiency or speed, so I'm not sure where you're getting that it's 'designed' to be fast or whatever. Furthermore, for simple movement of two game objects (a parent and a child), 'efficiency' shouldn't be a concern. (In any case, I think the parent-child idea is my best suggestion. If what you're asking is how to implement the parent-child method I described, perhaps you could clarify that.)

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