Jumpthru tilemap bug

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From the Asset Store
This is a black tileset with 2 tilemaps, props, one animated character and more.
  • Problem Description

    Trying to use a tilemap as jumpthru object sometime pushes the player sprite upwards, during platform behavior jump, when jumping from below the jumpthru tile. It does not happens to a jumpthru sprite.

    Seems to be related to the size of sprite/tilemap collision box or maybe the framerate, cause it doesn't happen 100% of the time.

    Attach a Capx

    dl.dropboxusercontent.com/u/23819129/tilemap_jumpthrough_bug.capx

    Description of Capx

    Has a tilemap with jumpthru behavior and a sprite with platform behavior.

    Steps to Reproduce Bug

      Jump from below the tiles

    Observed Result

    Sometimes the player sprite gets pushed upwards, like the gif above shows

    Expected Result

    Just jump through.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    r214 64-bit/Steam

  • In this way it doesn´t work. You have hundreds of blocks as a tilemap, but it is still one object... Better to use it with solid behavior plus some extra jumpthru platforms as sprites.

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  • I spent a while testing in Chrome, Firefox and Edge and I could never reproduce what the gif shows. Is there any way you can find to reproduce the issue more reliably?

  • The one jump where you "glitch" through the whole stack of tiles you are very close to the left edge of the stack, I think you landet on the blocks to the left and jumped again.

  • It does happen. It happens to me on Chrome or NW.js.

    Notice that the upper left block, the single one "flying", sometimes when I jump through it I go higher. It is like the jump gets a boost or extra jump sustain.

    It also happens to me on the game Im working on. We have tables and beds and those objetcs are jumpthrough so you can walk over them. When jumping through them, sometimes you reach higher. Thats why I created this capx to show the bug.

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