in this case:
could be
note that what i just typed is very rough and just an idea for you. i used it in Den Bros 4.
Now, thrust.
the way i used to do it:
store layers current position
MOVEENTITY player,0,0,1
compare this position to the last position. store.
moveentity player,0,0,-1
Add the compared values to your current motion.
I now use TformPoint... look that up and itl be much faster than the above and much cleaner too. I dont know how i survived without that command!
if entityy(player)<0 then yspeed=0:if keyhit(57) then yspeed=30
could be
dmg=0 if countcollisions(player)>0 then dmg=yspeed:yspeed=0 dmg=dmg-2:if dmg>0 then energy=energy-dmg
note that what i just typed is very rough and just an idea for you. i used it in Den Bros 4.
Now, thrust.
the way i used to do it:
store layers current position
MOVEENTITY player,0,0,1
compare this position to the last position. store.
moveentity player,0,0,-1
Add the compared values to your current motion.
I now use TformPoint... look that up and itl be much faster than the above and much cleaner too. I dont know how i survived without that command!