The Daily Click ::. Forums ::. Klik Coding Help ::. Down Slopes and Wrong Animations
 

Post Reply  Post Oekaki 
 

Posted By Message

cosbish



Registered
  07/12/2006
Points
  26
13th January, 2007 at 19:49:13 -

I have a few issues:

1) I'm still unable to get my player to go down slopes using custom movement and detectors. I've tried putting down slope detectors, but they either don't work or freeze the application entirely.

2) I think this is a common problem, but when my character jumps while pressing against a wall, it shows the walking animation. I am wondering how to fix this.

3) Some of my platforms inexplicably don't work at certain times. For no reason I can understand, he sometimes stands and sometimes falls through in the same run.

Thanks.

 
n/a

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14450

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
13th January, 2007 at 21:51:22 -

you dont need detectors really,

if there is a way to tell if the character is jumping or not use that to turn a group on or off Lets call it 'ramps'

in the group you need events to make the character be pushed up if they are in the floor, and down if they are not touching the floor

that was the character will find it's own level.

 
.

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
13th January, 2007 at 22:36:37 -

Except that there's no way to sych animations if you do it that way. Another pro9blem is that unless you move at the same speed as you fall, you won't be able to jump sometimes on down slopes.

All that's needed are two small detectors in the bottom corner of the active. When both overlap backdrops, you're on level ground. Otherwise it's a slope.

 
http://www.klikscene.com

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14450

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
14th January, 2007 at 09:08:36 -

Yeah, I was informed that my method was godawful and i should be ashamed of myself. Or something like that.

 
.

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
14th January, 2007 at 20:14:08 -

You're right in that you don't actually need detectors, but that's tricky stuff and probably a bit too advanced for code-it.


1) As mentioned, two small detectors in the bottom corners of the character is the simplest way.

2) I don't understand. If you're using a custom movement, the animations should only be doing what you tell them to. Unless you're talking about default movements, in which case the solution is (1) STOP USING THEM. If in your above question you've been using a combination of default and custom movements for slopes, switching over to a totally custom engine is a good idea. It's just generally not a good idea to use the default platform movement at all as it's so buggy. Even in combination, it's still too much trouble and your end result is likely to look dodgey.

3) More information please. Very thin platforms (like 1px) can be trouble for default and certain custom movements alike, but I need to know more to answer this one.

 
http://www.klikscene.com

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14450

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
15th January, 2007 at 19:27:11 -

Yeah, finding work arounds for the problems in the built in platform movement is probably just as much work as making your own movement from scratch.

 
.

cosbish



Registered
  07/12/2006
Points
  26
16th January, 2007 at 08:38:24 -

I am not using any of the default movements. I think the reason the animation changes to running is because when I jump while holding a directional key, the bottom detector overlaps the backdrop briefly and changes the animation.

As for the falling through platforms, it doesn't appear to be happening anymore.

The bottom detectors... I already have two for going up slopes, and they work fine. I've tried to implement several down slope detectors but they haven't worked, and often they freeze the whole application when looped.

 
n/a

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
16th January, 2007 at 18:53:46 -

I think the reason the animation changes to running is because when I jump while holding a directional key, the bottom detector overlaps the backdrop briefly and changes the animation.
Make the bottom detector 1px smaller on each side.

I've tried to implement several down slope detectors but they haven't worked, and often they freeze the whole application when looped.
You should only need one pair of slope detectors. Not one for 'up' and one for 'down'.

Left detector overlaps, right does not: Character is on a downwards slope (read left-to-right). If the player presses left, they want to move up. If the player presses right, they want to move down.

Left detector does not overlap, right does: Character is on a upwards slope (read left-to-right). If the player presses left, they want to move down. If the player presses right, they want to move up.

 
http://www.klikscene.com

Reno



Registered
  11/01/2005
Points
  906
16th January, 2007 at 20:43:05 -

If I were you I would just start over then. It sounds like to me that your engine is very unstable if it decides to crash

 
Reborn Again
   

Post Reply



 



Advertisement

Worth A Click