Notice that when you walk into the walls on the left right, it does weird things.
How do I get the player to just stop when they hit a wall? Surely it should be simple?
Well that's weird? I tried re-uploading but I don't know if it's going to help...
Here's the relevant code anyway, in case anyone can figure it out from that:
Blue Square = player
Red Line = left detector
Green Line = right detector
When walking into the wall on the left, the player goes right up against the wall, but then moves 1 pixel to the right once the left arrow key is no longer held.
When walking into the wall on the right, the player moves rapidly between the wall and 1 pixel to the left of it.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
Thanks for trying to help.
I actually scrapped that engine, and re-did the whole thing using embedded collision detectors instead, and it all works fine now.
I've started over on this 2.5d engine project I'm working on many times and I still don't have it working the way I want it to.
Maybe you could take a look at my project page? ... there's about 3 or 4 different opensources of just some of the attempts made.
The 2nd to the last one shows the problems I'm having the best. There's a visual layering issue, and a positional issue. I'm more concerned with the visual layer code. I must be missing something, or overcomplicating things in some way, cause this really should be simpler to do than it is. I'm currently using TGF1 and may have to make it in MMF2 just for the layering capabilities it has, and quite honestly, If I have to do that, I might as well just use Construct. From what I've been told, in Construct, I could just make 15 tons of actives and not get any slowdown. Guess there's no limit in Construct? .. so that means I could just make a unique version of every platform and hard-code the whole thing instead of pissing around with spread values and positional testing.
Does MMF2 have a better method of singling out objects than the rather weak spread value system TGF1 has?
It seems to be nearly impossible for me to make a 2.5d platformer in TGF1, and I'm just 2 lousy glitches away from perfection.
And even if I do get the base movement code to run glitch-free, I bet the process will repeat itself when I have to add more spread values to deal with multiple enemies. Is there an easier way?
I'm glad you solved your platforming problem, but it just seems utterly useless to get help for a half dimension more than 2 around TDC.
Am I really the only one to attempt platforming in the 2.5 dimension with a ClickTeam product?
Do you know of a good psuedo-coding logic help site ? ... or is there such a thing ? ..
But, yea, don't feel bad about scrapping it, as sometimes that's the only choice there is.
Sorry for rambling so far off-topic.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
Well, it certainly would be easier to do it in MMF2.
Your files are pretty complicated, so I have a really hard-time understanding what all the different counters do. I don't have TGF so I can't save changes either.
I'm pretty busy the next two weeks, but I can look into it after that if you're still working on it.