Posted By
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Message
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Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
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30th July, 2003 at 15:10:29 -
I am in the process of making my very own platform movement and I can't get my dude to land exactly on the platform. He always goes through it a bit. I've tried saying that if the bottom detector is over the backdrop object, it sets my 'y' counter to 0, but that doesn't work, and I tried if the dude is over the backdrop object then set my 'y' counter to 0, but guess what, it doesn't work.
I am using TGF and am doing the platform movement where the player y coordinate is set to itself plus the y counter.
I need help!
http://soundcloud.com/normbo - Listen to my music.
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Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
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30th July, 2003 at 15:19:20 -
if hes set to a bouncing ball, then add the "Player hits background: stop" command. else, use fastloop to quickly reposition him above the platform. im not sure how exactly, but i remember it was mentioned either here or in the articles section a short while ago.
www.thenatflap.co.uk
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Pkeod Oontz Oontz Oontz
Registered 19/11/2002
Points 93
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30th July, 2003 at 15:20:14 -
have a small non-colision object
right above the REAL colisionable
object... its not exact but it is
one way to fix the problem.
---------------------(0)------------
-----noncolision-----/|\------------
IIIIIcolisionIIIIIIII/_\IIIIIIIIIIII
IIIIIcolisionIIIIIIIIIIIIIIIIIIIIIII
of course there are better ways, but
this way is just so cool cause i got
to draw a picture...
Faerie Solitaire - Get it now:
http://www.create-games.com/download.asp?id=7792
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Pkeod Oontz Oontz Oontz
Registered 19/11/2002
Points 93
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30th July, 2003 at 15:20:58 -
bah' crappy universial fonts
Faerie Solitaire - Get it now:
http://www.create-games.com/download.asp?id=7792
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Kramy
Registered 08/06/2002
Points 1888
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30th July, 2003 at 15:38:52 -
Have your "player" as an invisible DOT.
Now "always" position your collision detectors, and the ACTUAL PLAYER ANIMATION(new object) from the dot.
Because you're not positioning objects from the player you shouldn't get the mix-up of 1 pixel...just remember to have the bottom collision detector 1 pixel below the animation of the player or you'll still get that slight overlap.
Kramy
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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31st July, 2003 at 01:38:17 -
You should use a fast loop to correct the player. I think i have seen a few examples of it. Tig's has one on his custom movement engine example. (The one with the pig)
-Andy
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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Kramy
Registered 08/06/2002
Points 1888
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31st July, 2003 at 11:52:39 -
I've never had this slight overlap problem...maybe it's because my idea works.
Fastloop is another way to fix it without people noticing.
Kramy
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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1st August, 2003 at 02:21:29 -
Kramy - Do your custom movement engines have realistic gravity? Or non changing (No speed up/slowdown).
-Andy
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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Rhys D Please enter a custom rating
Registered 02/01/2002
Points 162
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1st August, 2003 at 02:44:34 -
set your "y" counter to "-1" without the quotes of course.
http://www.rhysd.com
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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1st August, 2003 at 07:26:34 -
if the character is overlapping a background the set y position -1
this should push the character up.
but it will look like they are sinking into the ground so you could look into fastloop to make it quicker or copy that event a couple of times.
.
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Kramy
Registered 08/06/2002
Points 1888
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1st August, 2003 at 14:31:11 -
Mine usually don't have realistic gravity,(because of the game type...stickman quest, etc. ) but it's quite possible to add it.
I usually make my custom movement engines with static movement, controlling everything from events using positioning.(may not be the easiest way, but I enjoy coding, and it takes longer, so it's fun )
If you want I could explain how to add gravity, but it's kind of confusing using my system.
It is highly adjustible however, so it's easy to change gravity from "normal" to "lots" or to "moon" (then again, not as easy as just adjusting some bars on a standard platform movement)
Kramy
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Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
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1st August, 2003 at 14:34:43 -
I think it's because I do:
'Every 0;05 seconds:
and floor detector isn't over backdrop object': subtract 1 from 'y' counter.
Now my 'y' maximum is 10, so it could go through the platform by 9 pixels without it noticing and then it will minus 1 to the counter and will still be in the platform.
I have the Algames engine, but I can't figure out why your mouse guy doesn't go through the platform and my fatman dude does.
P.S - I tried the 'set y to -1' method, with little to no success.
http://soundcloud.com/normbo - Listen to my music.
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Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
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1st August, 2003 at 14:36:31 -
P.S - Gravity is easy!
http://soundcloud.com/normbo - Listen to my music.
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Daniel[Crazy_Productions] Possibly Insane
Registered 29/12/2002
Points 2505
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8th August, 2003 at 14:22:46 -
just simulate a while loop and in the loop move it up 1 pixel until the object is on top of the background like this
-loop0
+if ground detector is over an obstacle
then
char.y =char.y-1
loop0 for 1 loop
ps. the last action makes the loop continue until the expression is false just like a while loop
Beware of life ...so far noone have survived it.......
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Klikmaster Master of all things Klik
Registered 08/07/2002
Points 2599
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8th August, 2003 at 18:19:16 -
The best way is to use fastloop for the movement. Instead of + 10 pixels, use +1 pixel looping (value) times, then say onloop+bottom detector colliding -> stop loop+set value to 0.
This way the player will stop on the loop, and the player will go down 1 pixel at a time, but it will seem like skipping pixels. Then he wont go through the platform
n/a
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