webrunner's Recent Forum Activity

  • The going-up-jittering could be avoided if only leaving it to it's own devices didn't push it left too :/

  • Here's what I've got so far, there's a couple of random glitches that make it not trigger the 'crush' function, but the gist is there.:

    http://www.savefile.com/files/1775634

    • Press ctrl to fire, shift to jump, and arrows to move
    • Press 1, 2 to switch weapons
    • There are three different Moving Platform families, for three different object types. They pretty much work the same.
    • There's some simple enemies
    • There's a save room two screens right from the start location.

    I noticed there's a bug with the Save/Load - if you try to load a save from a different layout it crashes. As a result it also saves the -layout- to a different file, loads THAT first, and now it doesn't crash.

  • Er, I must be blind or something, how do I change the attributes of an object in order to make it say, turn solid on and off depending on where the player is? There doesnt seem to be a "Toggle Attribute" function

  • I managed to fix a lot of my issues:

    • I made a 'foot' detector under the Platformer object. When it's overlapping a "MovingPlatform" family (and "MovingPlatformSprite" and "MovingPlatform3D") object, and 'is on ground', it goes through the following:

    -- If the platform is moving left, then move the sprite left, unless the left detector hits a solid. This is important because otherwise moving the sprite left will happen after the platformer logic but before the next set of platformer logic, causing what appears to be a bug to manifest in the platformer logic: if any part of the platformer sprite, including parts that aren't colliding (because they're transparent), is overlapping a solid at the front of a frame, it bumps it up to the top of the platform immediately. This means if your detectors are outside of collision area but inside the bounding boxes, then you might have trouble.

    -- Do the same with right

    -- For up and down, move the sprite up PLUS one more, or down PLUS one more. This avoids the 'push to the left' issue. Which I think can be easily shown by just having a platformer object, a solid object under it, and moving the solid object up.

    • When the head detector is overlapping a moving platform moving down, then move the sprite down, otherwise it ends up 'popping' above the platform.
    • When the left/right detectors are overlapping apltform moving right/left, push the character.

    I do have a weird issue still where sometimes if you jump on to a platform that's slightly off the ground that's moving toward you, it warps you beneath the level, but I can't find where that's happening. I'll have to wait until debug is fixed. And another where I can get 'hooked' on to the side of a platform moving towards you, but these are compartively minor bugs in that I got the movement correct.

    But, to clarify: There's no way to 'simulate' being on a platform using the platform system? It's either solid or nothing?

  • So.. if you have two platforms, you'd have to code each one seperately and not use a "MovingPlatform"

    I also seem to have another problem: a platform moving vertically under my character seems to push the character left as well as up, for no reason I can discern. Is this normal behavior?

  • What would be the best way to determine if a player is 'standing' on a platform? On Ground + Collide seems like it would work.. but what if you're standing on the ground, the platform is next to you and you're touching it, and it's moving away, wouldnt that 'drag' it with you?

    There should be a "is standing on" option for the platform behavior.. so we could say "is standing on [platform family]" -> "move based on [platform family] movement"

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I'm working on something using platforms, and I looked through the forums/wiki didn't see anything, so I have two questions:

    Is it possible to tell it to act like an object is solid from an Event? I want to make 'jump through' platforms, but that requires it acting like a solid when jumping and acting not like a solid when falling. Is the best way to do that to actually change the solid/non solid of the object? I dont want it toggling blocking other things like monsters

    Also, is it possible to make a moving platform that can 'carry' the player? Say, if it moves left the player moves left too?

webrunner's avatar

webrunner

Member since 3 Sep, 2008

None one is following webrunner yet!

Trophy Case

  • 16-Year Club

Progress

16/44
How to earn trophies