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How do I know if I'm bunny hopping?

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Kinata:
When you say you changed the grid and raised the spike by "a bit," do you mean precisely 1 pixel? A bunny hop only makes at most a 1 pixel difference, so that would be necessary. You can be sure by checking the Y-coordinate of the spike while you're raising it.

Your V-align needs to be between x.305 and x.4. x.4-x.5 will allow a bunny hop, but it won't be a "good enough" bunny hop for the single jump bunny hop test (and as you probably know, x.305 is where you get a perfect bunny hop).

To be sure you're doing actual 5-frame jumps, note that a 5 frame jump is the highest that lets you go through a gate jump (4 frame is the lowest). I would test your macro. Note: the macro should press shift for .08 seconds, not .1 seconds as you might guess. The first frame of input doesn't count for any time. If you're playing in frame-by-frame, to perform a 5 frame jump, hold shift, and let go after you see the Kid rise for 3 frames. Note 2: slowdown doesn't mess up gameplay, at least with Cheat Engine. Den might be thinking about Hourglass, which is notorious for being glitchy.

JGBMaster:

--- Quote from: Kinata on July 15, 2014, 10:17:37 PM ---When you say you changed the grid and raised the spike by "a bit," do you mean precisely 1 pixel? A bunny hop only makes at most a 1 pixel difference, so that would be necessary. You can be sure by checking the Y-coordinate of the spike while you're raising it.

Your V-align needs to be between x.305 and x.4. x.4-x.5 will allow a bunny hop, but it won't be a "good enough" bunny hop for the single jump bunny hop test (and as you probably know, x.305 is where you get a perfect bunny hop).

To be sure you're doing actual 5-frame jumps, note that a 5 frame jump is the highest that lets you go through a gate jump (4 frame is the lowest). I would test your macro. Note: the macro should press shift for .08 seconds, not .1 seconds as you might guess. The first frame of input doesn't count for any time. If you're playing in frame-by-frame, to perform a 5 frame jump, hold shift, and let go after you see the Kid rise for 3 frames. Note 2: slowdown doesn't mess up gameplay, at least with Cheat Engine. Den might be thinking about Hourglass, which is notorious for being glitchy.

--- End quote ---

I actually changed the grid by 2 because the hair of the kid was like in the same pixel as the spike and I hadn't even changed it to 1 because the sprite was literally touching the lower part of the spike, but then I remembered that the hitbox is a bit smaller than the kid's sprite. By the way, I thought that bunny hopping could make you jump 3 pixels higher (I heard it somewhere but I don't remember).

Thanks for telling me that a 5-frame jump is actually a 80 milisecond jump and for telling me how to do a 5-frame jump frame-by-frame, I really appreciate it :atkHappy:

I'll send you my macro in a PM if you want (in fact it's an AutoHotkey script, the program I use to remap my keys).

Kefit:
I'm actually interested in your macro too. I tried to make my own frame specific jump macros for testing purposes, but the autohotkey scripts I came up with were buggy and inconsistent. Why not just post your autohotkey script in this thread?

JGBMaster:

--- Quote from: Kefit on July 16, 2014, 05:33:17 AM ---I'm actually interested in your macro too. I tried to make my own frame specific jump macros for testing purposes, but the autohotkey scripts I came up with were buggy and inconsistent. Why not just post your autohotkey script in this thread?

--- End quote ---

Here it is

;5-frame jump;
n::
Send {LShift Down}
sleep 80
Send {LShift Up}
return

Everything written between semicolons are just commentaries, they don't affect the macro. I've been using autohotkey for 2 or 3 weeks. I've always been awful at programming and that kind of stuff, but it didn't took me a lot to figure out how it works. It's really easy to use and really helpful  :atkHappy:

If you don't know how it works or you wanna ask me a few questions I'll answer to you in a PM or with Skype if you want.

Kefit:
Yeah, I tried this kind of script but it leads to inconsistent results. For example, your script here will sometimes give you a six frame jump. I've tried resolving these inconsistency issues a number of different ways in my own scripts, but nothing seems to help. I don't know enough about the way I Wanna operates to do anything more than speculate about why this happens, but maybe Kinata has some insight. Accurate and consistent frame specific jump macros would be very useful for testing.

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