Running up the side of the frame on platforms
Ok... This has to be intentional! Why is it that all player sprites love to run up the side of the frame in platform games? We were hopping that this would be fixed with version 2, but infact now you can run acrossed the top on your head! Is this intentional? How can we fix this?
Thanks!
-PB
Running up the side of the frame on platforms
Ok... This has to be intentional! Why is it that all player sprites love to run up the side of the frame in platform games? We were hopping that this would be fixed with version 2, but infact now you can run acrossed the top on your head! Is this intentional? How can we fix this?
Thanks!
-PB
Re: Running up the side of the frame on platforms
I think you might need to explain that better, it's hard to understand what you mean.
Re: Running up the side of the frame on platforms
I think you might need to explain that better, it's hard to understand what you mean.
Re: Running up the side of the frame on platforms
Ok, when we make just plain old platform movement games the player is actually able to jump up the side of the frame all the way to the top. This happens at the default jump strength and gravity settings. (if the test position to the left or right is set to stop, we have also tried bounce collisions and it doesnt help.) I know you can decrease the gravity, but that also effects the players jumping throughout the game.
Re: Running up the side of the frame on platforms
Ok, when we make just plain old platform movement games the player is actually able to jump up the side of the frame all the way to the top. This happens at the default jump strength and gravity settings. (if the test position to the left or right is set to stop, we have also tried bounce collisions and it doesnt help.) I know you can decrease the gravity, but that also effects the players jumping throughout the game.
Re: Running up the side of the frame on platforms
Ah yes. I guess they just kept the platform movement the same because not many people use it.
Do you also mean the bug where you hold down jump and stick to the ceiling? If so, i remember that being present in MMF1.5.
Re: Running up the side of the frame on platforms
Ah yes. I guess they just kept the platform movement the same because not many people use it.
Do you also mean the bug where you hold down jump and stick to the ceiling? If so, i remember that being present in MMF1.5.
Re: Running up the side of the frame on platforms
Instead of test position, just put:
when X position of ("Active") < 0; set X position of ("Active") to 0
when X position of ("Active") > Frame Width; set X position of ("Active") to Frame Width
It's a bit jumpy, but it works.
For the cieling-sticking thing, you would need to use a detector object of some sorts.
Re: Running up the side of the frame on platforms
Instead of test position, just put:
when X position of ("Active") < 0; set X position of ("Active") to 0
when X position of ("Active") > Frame Width; set X position of ("Active") to Frame Width
It's a bit jumpy, but it works.
For the cieling-sticking thing, you would need to use a detector object of some sorts.
Re: Running up the side of the frame on platforms
Or just put a standard obstacle backdrop at the edge of the frame instead <img src="/center/images/graemlins/tongue.gif" alt="" />
Re: Running up the side of the frame on platforms
Or just put a standard obstacle backdrop at the edge of the frame instead <img src="/center/images/graemlins/tongue.gif" alt="" />
Re: Running up the side of the frame on platforms
haha I teach this program to kids 10-15 years old. They do plenty of platform games =D
Thanks for the heads up on the active backdrop thing. We have done that before but I was hopping for a way that seems somewhat legit =D
Re: Running up the side of the frame on platforms
haha I teach this program to kids 10-15 years old. They do plenty of platform games =D
Thanks for the heads up on the active backdrop thing. We have done that before but I was hopping for a way that seems somewhat legit =D
Re: Running up the side of the frame on platforms
I don't think it's the same movement... I noticed a few changes. For example, try jumping towards a ladder. In MMF2, your character grabs the ladder, which is kind of cool. In MMF1, you could stand at the base of a ladder and hold jump+up, which would rocket your character up in a rather ludicrous way.... now it does the more common-sense thing, which is to jump, then grab the ladder. There are still some of the old bugs, like shooting up the side of the screen, although that is easily fixed.
Many platform movement bugs, such as the ceiling stick bug, can be fixed using an invisible active object as the collision detector/platform movement object with a visible avatar (always set position/direction/animation to the same). Make the invisible object be a solid rectangle, to simplify collisions.
Don't turn off fine detection though, because then it disables fine detection on any colliding object... for example, if your character runs up a diagonal hill. Even if the hill has collision with box off, fine detection isn't used unless the character has fine detection on, as well.
I'm going to plug the suggestion of computer-controlled platform movement again.... it's currently not easy to simulate by forcing direction/speed, but it can't be that hard to program into the movement. Just add actions that "Force Movement > Jump / Right / Left / Up / Down". Most of the code is already there, but it's triggered by keys/joystick and can't be forced programatically.
Re: Running up the side of the frame on platforms
I don't think it's the same movement... I noticed a few changes. For example, try jumping towards a ladder. In MMF2, your character grabs the ladder, which is kind of cool. In MMF1, you could stand at the base of a ladder and hold jump+up, which would rocket your character up in a rather ludicrous way.... now it does the more common-sense thing, which is to jump, then grab the ladder. There are still some of the old bugs, like shooting up the side of the screen, although that is easily fixed.
Many platform movement bugs, such as the ceiling stick bug, can be fixed using an invisible active object as the collision detector/platform movement object with a visible avatar (always set position/direction/animation to the same). Make the invisible object be a solid rectangle, to simplify collisions.
Don't turn off fine detection though, because then it disables fine detection on any colliding object... for example, if your character runs up a diagonal hill. Even if the hill has collision with box off, fine detection isn't used unless the character has fine detection on, as well.
I'm going to plug the suggestion of computer-controlled platform movement again.... it's currently not easy to simulate by forcing direction/speed, but it can't be that hard to program into the movement. Just add actions that "Force Movement > Jump / Right / Left / Up / Down". Most of the code is already there, but it's triggered by keys/joystick and can't be forced programatically.