User Tag List

Results 1 to 3 of 3

Thread: Reverse-Gravity Jump-Through Platform Problem

  1. #1
    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Nov 2007
    Posts
    456
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reverse-Gravity Jump-Through Platform Problem

    So, I decided to completely rebuild my platforming engine using a fastloop system rather than PMO (which I'm starting to find pretty awkward for some stuff). It's based on the one on DavidN's tute. So far everything works perfectly except for one thing.

    I added a function to reverse gravity (simply copied the Gravity and Horiz Movement groups, reversed the code accordingly, and added a toggle to turn one group on and the other off), which works fine, and a function to let it handle slopes, which also works fine. But I think the problem lies with the Reverse Gravity version of one of these. The problem is with Jump-Through platforms on the reversed gravity. For some reason, if Horiz = 0, the player drops through the platform. If you keep moving around on the platform, it works fine, and similarily there's no problem with the normal gravity platforms.

    The floor detector is definately in the right place - I make sure it's set "above" the player on the reverse gravity. And as far as I can tell, it's coded properly (but obviously not). Anyone got any idea of the problem?

    Yeah, there's probably not enough info here. If anyone thinks they might know what the problem is, I'll send you the code via PM.

    Regards
    ~Raylax

  2. #2
    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Nov 2007
    Posts
    456
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Reverse-Gravity Jump-Through Platform Problem

    Oh, thanks. I decided to put the thread up on the File Archive yesterday: http://theclickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=128242#Post1282 42



    If it's any help, the "Reverse Gravity" code is pretty much identical to the normal gravity code, with corresponding values flipped.

  3. #3
    Clicker Fusion 2.5 (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

    Join Date
    Nov 2007
    Posts
    456
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Reverse-Gravity Jump-Through Platform Problem

    OH. WOW. I spent all available free time yesterday scrutinizing that code and I never noticed that small mistake once. Thank you kindly, that was doing my head in

Similar Threads

  1. Platform Movement Object, reverse gravity/jumping?
    By ratty in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 30th October 2012, 06:08 PM
  2. How would one code ladder physics with reverse gravity features?
    By N64Mario in forum Multimedia Fusion 2 - Technical Support
    Replies: 15
    Last Post: 26th March 2012, 06:16 AM
  3. Pinball movement reverse gravity
    By ASD in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 2nd May 2011, 04:57 PM
  4. Jump through platform problem
    By Rabagast in forum Multimedia Fusion 2 - Technical Support
    Replies: 10
    Last Post: 4th November 2009, 07:10 PM
  5. Reverse Gravity & Flip Sprites
    By N64Mario in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 21st January 2009, 06:54 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •