IMPORTANT! If you end up scaling the state blocks very large, make sure to check "Extended collision" in the "extra" menu, otherwise it may break. Edit: I am aware that this can probably be done with event triggers. In both scenarios, you are essentially just toggling on an orb when you leave the ground and toggling it off when you press it in the air. Edit Edit: Yes, I know I said hotboxes, yes I know "-1" doesn't work for mobile users, just use 999 or use an advanced follow, and no, event triggers don't save you they're still just as complicated. Thank you for coming to my ted talk.
@@Lumineonxx Can event triggers detect if you fall off of a platform? If they can then yeah they would probably work, but I don't think they really save much time because you have to mark which blocks you want to be able to double jump off of anyway. Unless you want to be able to double jump off of every single block in the level, which I guess in that case go for it.
@@skyavoxii it can’t but you can make it detect if you’re falling without it infinitely going, its by disabling the yellow orb when its been active during midair while being on midair so when it lands it won’t activate, it activates when you jump
use event triggers to detect the initial jump/fall and toggle on the orb, then toggle off the orb on click/landing so you dont have to place collision blocks everywhere
It's not the same doble jump, beacuse You can jump more time in future Funk II than here, here is just a orb, there's no jump control is what i want to explain
About the move trigger stuff I'd recommend setting up a move trigger and a player Y trigger. Set the block you want to make Set up the move trigger but do not turn on the track player Y (on the move trigger) After that set up the player Y trigger (you can change the speed/delay using the bar on the right) Its better since it always follows you even being pretty far from the starting point (but you cannot put blocks on top or on the bottom 😭)
All you really have to do is toggle on an orb when the player leaves the ground (using state blocks) and then toggle the orb off when the the player clicks it (either with a toggle orb or a touch block)
You can use advanced follow instead of a move trigger and follow player Y trigger. Just check the P1 checkbox and set the Target GID to the groups on the orbs and it'll work.
@@GhostedGD well then it must be a different one, or it might have been the one from my old video which is similar but not the same. I made that one too.
IMPORTANT!
If you end up scaling the state blocks very large, make sure to check "Extended collision" in the "extra" menu, otherwise it may break.
Edit: I am aware that this can probably be done with event triggers. In both scenarios, you are essentially just toggling on an orb when you leave the ground and toggling it off when you press it in the air.
Edit Edit: Yes, I know I said hotboxes, yes I know "-1" doesn't work for mobile users, just use 999 or use an advanced follow, and no, event triggers don't save you they're still just as complicated. Thank you for coming to my ted talk.
isn’t event triggers more simpler than using collision blocks?????
@@Lumineonxx Can event triggers detect if you fall off of a platform? If they can then yeah they would probably work, but I don't think they really save much time because you have to mark which blocks you want to be able to double jump off of anyway. Unless you want to be able to double jump off of every single block in the level, which I guess in that case go for it.
@@skyavoxii it can’t but you can make it detect if you’re falling without it infinitely going, its by disabling the yellow orb when its been active during midair while being on midair so when it lands it won’t activate, it activates when you jump
@@skyavoxii you could also use advanced follow so the yellow orb won’t go out the player and you wouldn’t need the h block to fix it.
@@skyavoxii h
use event triggers to detect the initial jump/fall and toggle on the orb, then toggle off the orb on click/landing so you dont have to place collision blocks everywhere
How to Future Funk II
It's not the same doble jump, beacuse You can jump more time in future Funk II than here, here is just a orb, there's no jump control is what i want to explain
What’s a future funk?
a level @@jacksongreenway
0:16 To stop player from dying.
Easy second tip is ..................
Place yellow ,pink or red orb where you want double jump!😂😂😂😂😂😂😂😂😂
nah that would make you be able to jump as many times as you want (if in plat)
thx, nice editing btw.
Very helpful!
Bro its just an invis orb??
About the move trigger stuff
I'd recommend setting up a move trigger and a player Y trigger.
Set the block you want to make
Set up the move trigger but do not turn on the track player Y (on the move trigger)
After that set up the player Y trigger (you can change the speed/delay using the bar on the right)
Its better since it always follows you even being pretty far from the starting point (but you cannot put blocks on top or on the bottom 😭)
How do I limit it to only a second jump instead of letting you straight up fly? (for Platformer) also it only lets you use it once in normal mode.
All you really have to do is toggle on an orb when the player leaves the ground (using state blocks) and then toggle the orb off when the the player clicks it (either with a toggle orb or a touch block)
we need a tutorial on creating wall jumps like in Catharsis
I can probably do that soon
0:47 i sure love hot boxes
you can turn on an option to see hit boxes when in editor
tank you skyavoxui
Yror hwrkc9me
@@skyavoxiiwise words from a deranged wise man
Can't you just do this with event triggers? It would save the trouble of having to place state collision blocks.
should be used, event triggers is more simpler than using state collision blocks and would take less time
lol, i made this system with event triggers in my experimental level
what if the player walks off a block?
@@nataliexists theres a way to do that, check the pinned comment’s comment section
@@nataliexists check the pinned comment section
THANK YOU SO MUCH
I doesn't work on mine, also, can you make one for platformer?
Use advanced follow instead of follow player Y and move trigger, and it'll work for both normal mode and platformer
I cant make it negative one on the folow olayer y
You can use advanced follow instead of a move trigger and follow player Y trigger. Just check the P1 checkbox and set the Target GID to the groups on the orbs and it'll work.
What the robot should’ve been
Hotboxes?
"hotbox" 0:47
WHAT SONG IS THIS
Flow by creo
this is overtly complex just use event triggers
You cant do it on mobile because you can only do 0 not -1
Use advanced follow, it's infinite by default
You got this thumbnail picture off Google🤣
(Its ok my Double Jump Video thumbnail also came from Google)
I literally made it dawg
@@skyavoxii really?
theres the EXACT same image on google down to the tilt,text,icon,editor trail and amount of spikes
@@GhostedGD yes that tends to happen when you upload stuff on the internet, you can find it on google. I can find all of my thumbnails on google.
@@skyavoxii i saw it on google before this vid was posted though?
@@GhostedGD well then it must be a different one, or it might have been the one from my old video which is similar but not the same. I made that one too.
*Promo SM* 🙌
Nullscapes
Advanced Follow: 😢 Why does no one use me 😢
(To get around the bad Move Trigger code, USE IT!!!!!!!)
Event (3 Bars): You know I have fall detectors?
Oh and btw I've only used the editor in 3-4 months.
to hard
"Hotboxes" ☠️☠️☠️☠️