Smooth steps using Platform Movement Object

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  • Hi,

    I have used the PMO for my game Alien Scumbags which has been great, but the issue I have found is that the movement is very jerky on steps, anything I can do to fix it?

    This is how it looks.
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  • Yes, if you have a ramp collider the hitbox collides with and the appropriate step-up value in the PMO extension, it will be a smooth transition. Then, just remove the stairs collision for your player sprite/hitbox so it isn't as sudden of a drop each step.

    Here's how I'm doing it in my game. I have three layers for the main playfield.

    Topmost layer = Graphics that covers my gray blocks.
    Middle layer = Player hitbox and sprite and my grayblocks that are the obstacles for ramps and such.
    Backmost layer = Stair graphics that give the illusion of depth and the player is walking up.

    In this example, the only thing the player's invisible hitbox is colliding with is the gray blocks. The stairs themselves are just graphics that have no collisions added.

    Please login to see this link.

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  • Yes, if you have a ramp collider the hitbox collides with and the appropriate step-up value in the PMO extension, it will be a smooth transition. Then, just remove the stairs collision for your player sprite/hitbox so it isn't as sudden of a drop each step.

    Here's how I'm doing it in my game. I have three layers for the main playfield.

    Topmost layer = Graphics that covers my gray blocks.
    Middle layer = Player hitbox and sprite and my grayblocks that are the obstacles for ramps and such.
    Backmost layer = Stair graphics that give the illusion of depth and the player is walking up.

    In this example, the only thing the player's invisible hitbox is colliding with is the gray blocks. The stairs themselves are just graphics that have no collisions added.

    Please login to see this link.

    My god your game is stunning!!! Well done!
    I took into account doing background graphics, what do you think to this? (This section is dark but hopefully you can still see)

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  • We used a software called Daz 3D and various assets available for it. Though, a lot of stuff has been custom textured or modified in some way from the stock assets to suit my needs and I still have to modify in Photoshop for tilesets, etc. There are also some custom assets we've commissioned to be custom made, such as the outfit for the main player sprite. Everything is lit and animated in this program and pre-rendered, like Killer Instinct and Donkey Kong Country was.

    Please login to see this link.

  • We used a software called Daz 3D and various assets available for it. Though, a lot of stuff has been custom textured or modified in some way from the stock assets to suit my needs and I still have to modify in Photoshop for tilesets, etc. There are also some custom assets we've commissioned to be custom made, such as the outfit for the main player sprite. Everything is lit and animated in this program and pre-rendered, like Killer Instinct and Donkey Kong Country was.

    That is seriously impressive, gotta love the pre-rendered stuff.

  • Thank you. :)
    I wanted to do pixel art, but I suck at art. It was much easier for me to learn how to animate and do everything as pre-rendered graphics. Took a while to wrap my head around it, but it eventually became 2nd nature.

    Oh yes, he sucks at art he can only do DAVINCI-TIER stuff. :)

    Weebish Mines, my retro Metroidvania!
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  • Thank you. :)
    I wanted to do pixel art, but I suck at art. It was much easier for me to learn how to animate and do everything as pre-rendered graphics. Took a while to wrap my head around it, but it eventually became 2nd nature.

    It's really impressive, it took me 3-4 years to get to the level I am at with pixelart and I am aware I have a lot further to go.
    By the this is the steps in action.

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  • Oh yes, he sucks at art he can only do DAVINCI-TIER stuff. :)

    Hehe, I think it's moreso because my eyes are bad and I have to zoom in for pixel art so far that I can't distinguish the details when I tried making it. With pre-rendered sprites, it's easier on my eyes to see what I'm doing. Most of the Daz assets are premade and far better than what I could ever do, I just mostly modify some of the geometry and textures as needed. I really am awful at drawing. Like, my stick figures look haunted level-bad.


    It's really impressive, it took me 3-4 years to get to the level I am at with pixelart and I am aware I have a lot further to go.
    By the this is the steps in action.

    Please login to see this media element.

    It looks a little bit smoother. Do you have an image of your colliders you're using that can be made visible for me to see how they look? Also, do you have collision with your stairs turned off for the player sprite?

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  • Yes the problem I have is that the steps are a background obstacle and everything else collides with that. I had to add the slope images above the steps in order for it to work ok.

    Yes I will send a pic over soon.

  • Do other objects need to collide with the steps or can they just use the slope?

    Yep they need to fall down them as originally intended. To be honest its far better than the insane amount of judder before so happy that it's relatively close to being right, also after adding the back ground steps it has made things look much better so thanks for that.

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