How to implement dash ability in platformer games
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PlatformMaster_Alex
Posted on July 23, 2025 • Intermediate
⚡ Need help implementing dash ability
Hey everyone! I’m working on a platformer/metroidvania style game and I really want to add a dash ability for more dynamic movement. I’ve been following Griffpatch’s platformer tutorial but he doesn’t cover dash mechanics.
I’ve tried looking up tutorials online but they either don’t work with my game engine or are completely wrong for what I’m trying to achieve. 😤
My game uses a physics-based movement system and I need the dash to:
- Work smoothly with existing movement
- Have a cooldown period
- Feel responsive and snappy
- Work in both horizontal directions
Any help would be greatly appreciated! I’m really stuck on this. 😔
MovementPro_Dev
Replied 3 hours later • ⭐ Best Answer
Great question @PlatformMaster_Alex! Dash mechanics can be tricky but once you understand the physics, they’re quite manageable. Here’s a comprehensive solution:
⚡ Dash System Flow
Here’s how a proper dash system works:
🔧 Step 1: Setup Variables
First, create these variables for your dash system:
when flag clicked set [Dash Speed v] to [20] set [Dash Duration v] to [10] set [Dash Cooldown v] to [60] set [Dash Available v] to [1] set [Dash Timer v] to [0] set [Cooldown Timer v] to [0]
⚡ Step 2: Dash Input Detection
Add this to your main movement script:
// In your main movement loop if <<key [x v] pressed?> and <(Dash Available) = [1]>> then set [Dash Available v] to [0] set [Dash Timer v] to (Dash Duration) // Set dash direction based on player facing if <(Player Direction) = [1]> then set [Dash Direction v] to [1] else set [Dash Direction v] to [-1] end // Play dash sound effect play sound [dash v] end
🏃 Step 3: Dash Movement Logic
Replace your normal movement with this enhanced version:
// Enhanced movement system if <(Dash Timer) > [0]> then // Dash movement change x by ((Dash Speed) * (Dash Direction)) change [Dash Timer v] by [-1] // Disable gravity during dash set [Y Velocity v] to [0] // Create dash trail effect create clone of [Dash Trail v] else // Normal movement if <key [right arrow v] pressed?> then change [X Velocity v] by [1] set [Player Direction v] to [1] end if <key [left arrow v] pressed?> then change [X Velocity v] by [-1] set [Player Direction v] to [-1] end // Apply friction set [X Velocity v] to ((X Velocity) * [0.8]) // Apply gravity change [Y Velocity v] by [-1] end
⏰ Step 4: Cooldown System
Add cooldown management:
// Cooldown management if <(Dash Available) = [0]> then if <(Dash Timer) = [0]> then if <(Cooldown Timer) > [0]> then change [Cooldown Timer v] by [-1] else set [Dash Available v] to [1] set [Cooldown Timer v] to (Dash Cooldown) end end end
🎨 Step 5: Visual Feedback
Add visual indicators for better player feedback:
// Dash trail effect (for Dash Trail sprite) when I start as a clone set [ghost v] effect to [50] go to [Player v] repeat [5] change [ghost v] effect by [10] wait [0.1] seconds end delete this clone // Dash cooldown indicator when flag clicked forever if <(Dash Available) = [1]> then set [color v] effect to [0] else set [color v] effect to [50] end end
🚀 Step 6: Advanced Features
For even better dash mechanics, try these enhancements:
Dash Through Enemies:
// During dash, become invincible if <(Dash Timer) > [0]> then set [Invincible v] to [1] else set [Invincible v] to [0] end
Wall Dash Reset:
// Reset dash when touching wall if <touching [Wall v]?> then if <(Dash Available) = [0]> then set [Dash Available v] to [1] set [Cooldown Timer v] to [0] end end
Directional Dash:
// 8-directional dash if <key [x v] pressed?> then if <<key [up arrow v] pressed?> and <key [right arrow v] pressed?>> then set [Dash X v] to [0.7] set [Dash Y v] to [0.7] else if <key [up arrow v] pressed?> then set [Dash X v] to [0] set [Dash Y v] to [1] else set [Dash X v] to (Player Direction) set [Dash Y v] to [0] end end end
This system gives you a smooth, responsive dash that works perfectly with physics-based movement! The key is managing the state properly and temporarily overriding normal physics during the dash. 🎯
PlatformMaster_Alex
Replied 45 minutes later
@MovementPro_Dev This is absolutely perfect! 🎉 The dash feels so smooth now!
I implemented the basic version first and it works like a charm. The cooldown system is exactly what I needed. Quick question - how can I make the dash work through thin platforms but not thick walls?
CollisionDetective
Replied 2 hours later
@PlatformMaster_Alex Great question! For selective collision during dash, you can use different collision detection:
// Selective dash collision if <(Dash Timer) > [0]> then // Only stop dash for thick walls (width > 32) if <touching [Thick Wall v]?> then set [Dash Timer v] to [0] end // Ignore thin platforms during dash else // Normal collision for all platforms if <touching [Platform v]?> then // Handle normal collision end end
You can also use costume-based detection or separate sprites for different collision types! 🎯
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Movement Mechanics!
Excellent discussion on dash implementation! For those looking to create even more sophisticated movement systems, our community can help you with:
- ⚡ Air dash mechanics
- 🌪️ Dash combos and chains
- 🎯 Precision collision systems
- 🎮 Advanced input buffering
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