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Thread: Glitchy interaction with "falling" platforms

  1. #21
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    Re: Glitchy interaction with "falling" platforms

    I'm saying DON'T GIVE SENSORS TO THE FALLING PLATFORMS. That is a waste of memory and could most likely solve some of your problems.
    Working as fast as I can on Fusion 3

  2. #22
    Clicker Multimedia Fusion 2

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    Re: Glitchy interaction with "falling" platforms

    Quote Originally Posted by LB
    I'm saying DON'T GIVE SENSORS TO THE FALLING PLATFORMS. That is a waste of memory and could most likely solve some of your problems.
    That's not an option. They need sensors so that they interact properly with the player. If I take the sensors out and have the player interact with the platforms directly, I will be restricting myself to having to use platforms of an exact shape and size and I don't see why that is necessary.

    I also have no reason to believe that the problem I am having regarding these platforms is memory-related in any way. It just isn't coded right.

  3. #23
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    Re: Glitchy interaction with "falling" platforms

    What? Shape and size? No... what? Sensors don't need to have a complete overlapp... what?
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  4. #24
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    Re: Glitchy interaction with "falling" platforms



    Look at the image. For visual purposes, the platform graphic needs to be a certain size (or height). However, interacting with a platform this size (or height) is problematic when the player jumps through from below (it's a ghost platform). To solve this, a sensor (the pink rectangle) is used to represent the top surface of the platform, and it is the proper height to allow proper, non-glitchy interaction with the player.

    I think we're getting off-topic.

  5. #25
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    Re: Glitchy interaction with "falling" platforms

    Hmm, just thinking, you could use compare to position?
    Working as fast as I can on Fusion 3

  6. #26
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    Re: Glitchy interaction with "falling" platforms

    Well, I've fixed the problem with the sensors re-attaching themselves to the platforms after leaving the screen and coming back. However, I still haven't fixed the original problem that I stated earlier. That problem is that sometimes when walking across a continuous row of the falling platforms, the player will be "glitched" forward. The best way I can describe that is to say that while the player is walking across the platforms, he is suddenly moved forward super-duper fast in the direction he is walking. I have a feeling it has something to do with the player touching 2 of the sensors at the same time while he walks across.

    Not sure what to do about that.

  7. #27
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    Re: Glitchy interaction with "falling" platforms

    In any events that use a condition that detects a sensor overlapp, and the first object is (and should be) the platform sensors, try adding "Pick one of platform sensors at random". Sometimes you can only deal with one object at a time. And he doesn't really skip, he teleports because sometimes it shoves him into walls.
    Working as fast as I can on Fusion 3

  8. #28
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    Re: Glitchy interaction with "falling" platforms

    Well, the thing is, the sensors share a qualifier with other sensors that are used for moving platforms, and these qualifiers are set up to offset the player a certain amount that works properly for the purpose of horizontally moving platforms. I think there is something there that is causing him to "jump" forward.

    ...and it's not a teleport. He's actually moving through most of that distance, because most of the platforms are triggered along the way. Hmmmmm...

    How would "pick one of platform sensors at random" help? What exactly would that do?

  9. #29
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    Re: Glitchy interaction with "falling" platforms

    Under the sensor object (as a condition) Pick or Count > Pick one of sensor objects at random
    Working as fast as I can on Fusion 3

  10. #30
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    Re: Glitchy interaction with "falling" platforms

    Yes, I know how to find it. My question was what would it do for me exactly?

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