Styler's Recent Forum Activity

  • [quote:vqpruejz]Have you followed the recommended way for sprite movement and collisions, whereby you would use a dummy sprite with the platform behaviour and perform collision testing on that. The animations are attached to the invisible sprite.

    No, I haven't, but will try. Thanks.

    Hm.. my sprites don't change collision shape in animations. Ok, anyway I gonna try to spot the problem in simple test capx first.

  • I have an actor that walks and changes it's direction on collision with a wall. Well, it works as expected, but sometimes actor might stuck in a wall, or move out of playfield. It's happening actually really randomly (after 10 - 1000+ collisions). I don't change the speed (which is slow ~30 units), just reversing of the direction. The risk of missing collisions increases when the computer is recovering after sleep mode or during resizing a window.

    Any thoughts? Thanks.

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  • my character has platformer behavior, and collision object is jump-thru type. thanks

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  • 2 gibson1:

    Thanks for links. I already implemented the same, without Sine. I don't want to draw everything twice.. and with the scrolling I can do procedural background, but not with moving single picture back and forward.

  • I think this would be nice to have scrolling property/attribute which allows the tilemap continuously wrap around (similar with old game consoles 'planes').

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Styler

Member since 27 Jan, 2013

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