You can use the 'Update Engine Field' event to change any of the Platformer+ settings on the fly. The extra jumps one is a little tricky because the jumps reset once you land. So if you change the number mid-air, it won't update until you touch the ground again. You can also use the 'Update Platformer+ Field' to change the current number of extra jumps to increase or reduce the number before the ground reset.
hauntology
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The project is still alive, just waiting until I have a bit of time to update. The rapid changes to GBStudio make keeping pace difficult at the moment. The plugin still works, just gives a warning that it was made for a previous version.
I'm not sure what the issue you're seeing with the GitHub is, it looks normal from what I can see.
Platformer Gravity doesn't currently work with 3.2, but the warnings on the other two plugins won't cause any problems and should go away after the first successful build. You can also find the older version of GBStudio here: https://github.com/chrismaltby/gb-studio/releases/tag/v3.1.0
I've been doing some updates to try and get a fully compatible version working for GBstudio 4.0 when that comes out of Beta.
Unfortunately, enemies in GBStudio don't have their own physics calculations--even one more actor with the same level of physics as the player slows down the gameboy to a crawl. The PlatformerGravity plugin is designed to do some very basic version of gravity/collision (which can sort-of be combined with the move event to create a jump). Even with just that version of physics you can see the slowdown.
Yes, unfortunately do to the changes to how platforming works, it isn't compatible with the grounded check anymore. You can still use other parts of the player fields though. Instead, you need to check what state the player is in using the Store Platformer+ State to Variable event, and check if that is grounded
So two notes:
1) To answer your questions, it sounds like the project didn't get fully unzipped, and that some of the plugins are missing or in the incorrect folder. Make sure you extract everything and keep the file directory the same. Rather than PM_event_platplus_state_script, it should read "Attach a Script to a Platformer+ State." You can find the OnInit for the scene by clicking anywhere in the scene that isn't an actor or a trigger.
2) Some of the techniques for the bounce are a bit advanced, I'd recommend you play around with GBStudio a bit before trying to replicate that particular bit. The Discord is a great community for learning the ropes, and also a really good place to ask questions!
Hi, thanks for pointing this out!
It looks like somehow the script got deleted, before I uploaded it. But it should be simple to add back:
In the bounce scene, there are two trigger areas on the right hand side. The top one has an On_Enter script. If you copy that, and paste it on the scene's OnInit script after the minJumpVal = 8000 event, then the bouncing should work again.
There are some other great plugins that allow you to do great HUDs, like PauTomas' advanced dialogue plugin: https://github.com/pau-tomas/gb-studio-plugins
It seems like there are a couple of issues going on, but there isn't a way to pull out the minimum jump frames from how the rest of the plugin is setup. You can get jumping down to nothing by setting Jump Velocity = 0 and Minimum Jump Height = 0 (jump frames only divides the amount in jump velocity). It still has a frame of jump animation, but if you want to get rid of that the best bet is just to overwrite the jump button entirely.
As for updating the jump physics, they will update but currently you have to wait until the next scene to see the change (because of some interactions between a number of other variables, the game needs to do some error checks when it loads a scene for jumping). I'm planning on adding an event that lets you update the jump fields directly, but I haven't had a chance to create it yet.
I decided to remove support for 'grounded' because it added a little bit of additional slowdown to the code. Instead, the recommended way is to use the Store Platformer+ State in Variable event, and then check whether it is the ground state.
If anyone really wants to see grounded come back though, I can re-add it.
It depends on what you want out of a backwards dash. Right now you can use the Store Platformer+ State event to check when the player enters a dash and use that to play a different animation (ie. facing backwards).
The next version will have a new event that will let you set the current state, so that you can cause dashing to happen whenever you want through your scripts (ie. attach it to a specific button combo).