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The problem I think the main flaw is that you're checking if the object is in the air using the code place_free(x, y + speedAir). That's effectively like this: Imagine your object is shaped like that blue J-tetromino and the ghost version of it represents its position + its speed; where it will be next frame. The yellow is a floor. At the first two ...


0

I had this same problem for a while. I was able to actually jump forever when I attacked. It turns out the problem was with the "whatIsGround" layer. Make sure everything is layered and the things you don't want to restart the jumpprocess are not checked in that mask layer. It solved my problem and might solve yours.



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