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Thread: uneven terrain in a custom platformer engine.

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    uneven terrain in a custom platformer engine.

    i've programmed a engine using the "custom platform movement" tutorial from here:
    http://www.clickteam.com/eng/learning_resources.php

    however, it lacks the ability to walk around on uneven surfaces.
    the detector treats any 1px increment in height as a wall, and forces you to jump up there to advance.


    is there a workaround? or is there a way to set a tolerance,
    or something similar for when it should treat something as a wall, or a surface to walk on?

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    Re: uneven terrain in a custom platformer engine.

    Code a better engine yourself.

    Or improve the engine to check itself before stopping the X movement.

    Thats all i can think of.

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    Re: uneven terrain in a custom platformer engine.

    I've been meaning to add to that for a while - I've added ramps to my current platform game by adding two detectors at the side that stretch down to one pixel above the bottom of the collider object, so that a wall is only detected if the detector is over a backdrop (if the collider is over a backdrop but the detector isn't, then the object is bumped up a pixel, treating it as a ramp). That's the general idea.

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    Re: uneven terrain in a custom platformer engine.

    this might be a bit to ask, but do you have an example?

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    Clicker Multimedia Fusion 2

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    Re: uneven terrain in a custom platformer engine.

    I read through the same tutorial a couple of days ago. Many thanks to DavidN, it really helped. Cheers dude!

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    Re: uneven terrain in a custom platformer engine.

    I'll do one up when I have a moment - I might be able to get it done at some point today.

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