Platform Jumping problem

0 favourites
  • 14 posts
From the Asset Store
For problem solving, puzzles, bubbles, platforms and other adventures.
  • I have no IDEA what happened, I've already tried to change some things in the programming but none of this bug goes away. any idea what i can do?

    dropbox.com/s/w6qfrvkshf34oe9/Desktop%2029-06-2022%2020-31-48.avi

    Here's a video showing what happens. I lowered the timescale to make it easier to reproduce the bug, but regardless of the timescale the bug happens...

  • Your player gets stuck in "is falling" there, while your "estado" is stuck in jump.

    Likely a logic issue.

    Perhaps the update event from jumping to falling needs tweaking.

    Perhaps add to the jumping event an inverted "is falling" condition (not falling)

  • I made the change but the bug keeps happening. I do not know what else to do.

  • Your x_colisalo, make sure its origin point is at the bottom of the sprite (max y for sprite)

    It could be it stops on the collision block, but the origin point has not touched the ground yet.

  • the origin point is at the bottom but the bug still happens ;-;

  • If you have a small cp3, or capx file, I wouldn't mind taking a look.

  • Looks like a sweet MegaMan X clone you have going there :). The gravity and jump in the video, reminds me of underwater areas of the original game.

    When bugs crop up, I usually try to think of what I most recently added into my game, that may conflict with game play mechanics that were working previously.

    I like keeping backups of each project, saved at different stages of development as well. So I can go back and review any changes I've made over time, or see how I was performing certain actions the day or two beforehand. If something strange happens along the way.

    It's handy to use a collision box for the platform behaviors, then an animated sprite moved overtop and set as a child of the collision box at the start of layout. Using the collision box for any behaviors & collisions, and the player sprite on top for all the animations during various conditions. Especially, if the frames of the Player Sprite, Enemy Sprite, etc, change dimensions over time.

    You can somewhat see what I mean in my YouTube video here: https://youtu.be/kHscxNDZqXU . There is some debug text used to keep an eye on the Player's State as well. As you can see the enemies do not use a collision box below the animated sprites. This is because I am sure to keep each frame of every animation the same dimension. So when I set a bounding box, origin point, and image points to every animation. They will be at the exact same location in each animation and frame of the enemy object.

    Hopefully that makes some sense. Sometimes I feel like I'm just rambling. But, I'll have a tutorial series soon, where folks can follow along and recreate what I've got going in Teddy's Adventures.

    Like lennaert said, there's probably a simple conflict somewhere in your event sheet(s). This happens to me all the time. There may need to be an extra check somewhere to see that you are not jumping/falling, but are on the ground. Then if so, set back to idle/walking states depending on if the keys used to move around are being pressed or not.

  • I think it must be a problem with the y vector of the collision box. but I have no idea how to solve it, I'll try to do something here.

  • Yeah, I would set it up to jump with a certain key. Then on player landed, set back to idle/walking/etc. The only time I really mess around with Vectors, is for trampoline objects, sliding attacks, or knockbacks from enemies, etc. Or if I need to set the Vector(s) to 0, if they are causing an issue. The platform object will store the Vector value, then call it again.

    I had an issue where my player would go into EdgeGrab of a ledge. And, if I pressed "S" to "Fall" out of the EdgeGrab state. The player would jump up a bit, before the "Fall" took place. This was because there was still a value held within Vector Y in that case. Then when I used the MoveTo behavior for the EdgeGrab it was moving the player to where it needed to be. But, without setting Vector X and Y to 0, the player was jumping and/or moving a bit left or right when I was trying to drop out of the EdgeGrab.

  • Apologies for the double post. But, I'll be on Discord for a while longer. Feel free to add me if you are on there. My username is between the quotations, "Fun & Games#6077"

    I can take a quick look at your Project File, if you'd like.

    EDIT: Here is a link to an entire screengrab of my Player's Event Sheet: https://ibb.co/sqbzGgg. If you want to get an idea of how I'm handling the various states of Teddy, in my project.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I really appreciate your help guys, seriously. I uploaded the capx file here but the post hasn't been uploaded yet.

  • Always happy to help. I just edited my previous comment to include a link to my entire Player Event Sheet. In case you missed it, https://ibb.co/sqbzGgg

    Not sure if it will help. I jump with the Space Bar, which is on a separate Event Sheet. But, you can see how I handle various states, jumping, double jumping, landing, etc.

    It's a bit sloppy still. But, I do my best to comment, and organize into groups. You might find it helpful study aid. I'm going to have dinner in about 20 minutes. Afterwards, I'll be back online.

  • Guys, with the help of all of you, I managed to solve the problem of my game. I'm glad you guys helped me solve and understand what was going on. I really appreciate your help a lot, thank you very much. Without you I would not have found the solution to this.

    now I can finally get back to focusing on my project. I made a youtube channel to record my progress in my game, I'll leave my link here if you're interested.

    youtu.be/ZxmCfpdyObg

  • That is awesome to hear! It's always a great feeling, when you've conquered a bug/issue within a project, especially if it's been causing problems for a while. Congrats on figuring it out! With time, you will become proficient at finding and exterminating those bugs!

    I just watched the video, and Subscribed to your YouTube Channel :)

    This project looks sick! I love seeing clones of SNES games. I was working on a Zelda: Link to The Past clone years ago, but unfortunately never stuck with it. Maybe I will make time in the future to create one in Construct 3.

    This though, looks exactly like I remember the original. From the(I assume ripped) artwork, to the jump/gravity, dash mechanic, charge beam, etc. Mega Man X, is easily in my top 5 all time favorite SNES games. I cannot tell you how many times I've played through the original title in the "X" series XD

    Keep up the great work! I'm looking forward to seeing future development videos ;)

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)