Fall
The fall of the nine game cycles: arms thrown up and out, legs kicking and a scared face, looping every 0.8 seconds for as long as a game has the character falling through the air.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Fall is the fall of the nine game cycles: a game plays it the instant a character is airborne and dropping, as opposed to rising through Jump (in place)'s own fall phase. It loops every 0.8 seconds for as long as the fall lasts, which in a platformer can be any length at all, so unlike the jump it never needs a fixed end.
The principle it shows: overlapping action
Nine separate waves drive this pose, all at the same 0.8-second period but each starting at a different point in it: the arms are opposite each other (one wave, one at half a turn out of phase), the legs likewise, and the shins a quarter-turn out from the legs again. None of them are perfectly together, so the arms and legs do not read as one synchronised flail; they read as four limbs each doing their own uncoordinated thing at once, which is exactly what a real, panicked fall looks like.
The program, line by line
settings: h = 540, leg = 0.24
when it starts
show the side view
look scared
set right arm 108, left arm 126, left forearm 22, right forearm 22, left leg 20, right leg 20, left shin 44, right shin 44, left foot 18, right foot 18, head -3, mouth 0.35, dy (-0.02*h)
sin wave on left arm · every 0.8 s · amp 10
sin wave on right arm · every 0.8 s · amp 10 · phase 3.141592653589793
sin wave on left leg · every 0.8 s · amp 10 · phase 3.141592653589793
sin wave on right leg · every 0.8 s · amp 10
sin wave on left shin · every 0.8 s · amp 10 · phase 1.5707963267948966
sin wave on right shin · every 0.8 s · amp 10 · phase 4.71238898038469
sin wave on tail · every 0.4 s · amp 10show the side view— the move is drawn in profile.look scared— the face changes to its scared expression for as long as the move plays.set right arm 108, left arm 126, left forearm 22, right forearm 22, left leg 20, right leg 20, left shin 44, right shin 44, left foot 18, right foot 18, head -3, mouth 0.35, dy (-0.02*h)— the base falling pose: arms thrown up and out, legs bent and reaching down, the body lifted slightly to leave room for the kicking.sin wave on left arm · every 0.8 s · amp 10,sin wave on right arm · every 0.8 s · amp 10 · phase 3.14— both arms wave 10 degrees, opposite each other.sin wave on left leg · every 0.8 s · amp 10 · phase 3.14,sin wave on right leg · every 0.8 s · amp 10— both legs kick 10 degrees, also opposite each other.sin wave on left shin · every 0.8 s · amp 10 · phase 1.57,sin wave on right shin · every 0.8 s · amp 10 · phase 4.71— both shins add their own kick, offset a quarter-turn from the legs.sin wave on tail · every 0.4 s · amp 10— the tail whips twice as fast as everything else, 10 degrees each way.
Try this
Kick the tail every 0.2 seconds instead of 0.4. The whole fall reads more frantic, as if the character only just started falling and has not settled into it.
In the program:
wave · every0.4→0.2Double the left arm's swing from 10 to 20 degrees. One arm now flails noticeably wider than the other, as if the character is grabbing for something on its way down rather than just falling.
In the program:
wave · amp10→20
How it differs from Fall down and get up and Jump (in place)
Fall down and get up is a one-shot pratfall: the character drops to the ground, lies flat and climbs back up, then the move ends. Fall never touches the ground on its own; it is an airborne loop a game keeps running for as long as the character is actually falling. Jump (in place) has its own brief fall phase built in, but that one is a fixed arc toward a landing a game controls; this Fall is the open-ended loop a game reaches for when it does not yet know how long the drop will last.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, turns, arms, legs |
| 4 legs (a dog) | yes | whole body, head, front legs, back legs, tail, ears |
| no legs (the monster with no legs) | yes | whole body, turns, arms, tail |