This is a little test I created while trying to make the mechanics with the Blue Soul. I am trying to improvise my Sans Battle Test using this mechanism later in the future. For now, you can look inside and use the mechanics. If you DO however plagiarize (stealing work and claiming its yours.), then I will kindly report you for that. Thank you. <3 [CONTROLS] *Use the Arrow keys to move, use the Up key to jump. Seems pretty obvious, isn't it? *Press the Green Flag to start/restart. *Press Space bar to summon a bone. (don't worry, it's not gonna hurt you.) Also, If you press Z, the Soul will reposition itself to the middle. But I found out the gravity can be messed up when repositioning, so don't use that. -TLH_
I made the project with a BUNCH of coding I haven't known to use until I found the Scratch Wiki, there I learned that there was more into variables than I thought. So I decided to try and recreate the Blue Soul Mechanics. Remember, it is not fully complete yet and may have some small differences with the actual Blue Soul. There are differences, such as the Blue Soul having a little delay before actually jumping. Also, all sprites and music belong to Toby Fox. If you want to give me some advice on how to improve/fix the mechanics, feel free to comment! (make sure it isn't hate though.) Now on to the Variables. The Jump Speed adds that real "gravity" effect, like the real thing. To make it more simple, when the JumpSpeed number decreases, the Soul goes a bit faster when it falls. Since I couldn't find a way to stop the bouncing, I made the script stop when it would land on the bottom of the Bullet Board. So you have to jump again on land in order to reload. The HoldJump is pretty obvious, it shows how you can go higher with holding the up button (sorry, I don't really know how to explain this real good, but I'll try.). There are also some catches to this too. When the HoldJump number becomes negative, it prevents you from jumping in the air. Now JumpCount is something special. Since I couldn't find a way to limit on how high the Soul can jump, I put a timer called JumpCount. It only works when you're jumping and when it reaches the max count,(20 so far) it will stop the script from jumping any higher. When you land back down however, the script is reloaded again. (via the broadcast script.) I hoped this helped you a bit more! (or if it made things too complicated, sorry about that.)