Super noob... How to enable crouching?

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  • So I've always found creating games very fascinated so I wanted to give my shot at it. I'm attempting to create a platforming game currently to try and get use to this engine, but I can't seem to get crouch correct. On my Active characters properties I of course have 'Allow crouching' checked with the speed of crouching set. I have his crouching animation set, which in the event editor I have it so if I press the Down key he will go into a crawling position. At the moment if he approached the block while crouched he just stops in front of it and won't go under it. I just want to make it so he is able to crouch under this simple block. I've also messed with the View Hot spot and View Action spot for the crawling animation thinking that would have something to do with it, but I can't seem to figure it out. It has to be something in my event editor menu, but I can't seem to find the right thing. Any help would be greatly appreciated. Remember I am a noob at this stuff :)

  • Okay, quick question before I answer, which will probably be sometime tomorrow as it is pretty late where I am: Which platform movement are you using, the physics one, the non-physics one, or something else (I'm assuming it's one of the first two)?

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  • Well, you could have a look at this example/open-source game I made to see how I've done it before, though it's probably not the only way to get it working right: Please login to see this link.

    Simply put, as of now it seems that crouching doesn't properly make the player's hitbox smaller, so I used a separate object for collision detection.

    Also note that I forget how hard it is to find the crouching code in the example, and that it may be hard to understand, as the point of the game was to get it done in 20 events and not to make things readable, and I forget whether or not I used a particularly simple or complex method of crouching for it. If you can't figure it out from that, then I may be able to make you an example, though I might not be able to make one, either, since my laptop has been having difficulties lately.

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  • Huh? Did you also need an example on how to do that, or are you just being sarcastic, or are you just saying that the example shows how to do it well? I can't really tell from your post which one is the case.

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  • Just wanted to be sure, DaveC. Sarcasm is hard to detect on the internet sometimes, so I sometimes decide to ask to make sure someone is actually serious.

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  • As of now, as far as I know you have to use work-arounds. The game I put a link to used one such work-around, by using a separate object for collision detection. If the source code isn't in that link, let me know so I can get you a new link. And if you don't understand how I did it, I'll make you an example specifically about it, since my computer is behaving slightly better now (at least it isn't making a super-loud noise all the time XD).

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  • here is a rough examples, but it works :D
    You basically push the object back on object collision
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  • This is what I want, Thank you!
    Though I am having a small problem. When your G.I. Jane character runs into either of the actives she stops (or rather walks in place) I try to run into the actives, but it lets me just move right through them. How do I fix this?

    Edit: I messed around with your event editor a bit and realized it had to do with when G.I. Jane overlapped with Active it set the position at (-4,0) from G.I. Jane and then when she overlapped with the other one is set the position at (4,0) from G.I. Jane. What does this mean exactly and how would you go about doing it? because when I do a set position for my character it asks me to type in X and Y coordinates or have it relative to an active. So I set it relative to my active character. Which then allows him to run right through the blocks.

    Edited 2 times, last by Calucias (July 24, 2015 at 8:24 AM).

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