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Thread: Custom movement problem

  1. #1
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export ModuleSWF Export Module
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    Custom movement problem

    My custom movement is bugged and I know the reason but can't find a way to fix it.

    I have 4 colisor, one beside each side of the player, it would all work fine if they just stood still where they should, but

    1- When I am moving against a wall, the "Head" colisor touches the wall and the player flyes off.

    2- When I jump against a platform the "head" works fine, but the left and the right touches the platform and he flyes to the right/lef

    My colisors keep moving and hiting places I don't want, what can I do to keep then to the "player" positions I desire?

  2. #2
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    Re: Custom movement problem

    Make sure your colliders are no longer or wider than the player, if they are then they will hit places they shouldn't.
    Working as fast as I can on Fusion 3

  3. #3
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export ModuleSWF Export Module
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    Re: Custom movement problem

    They are the correct size...

    Even fastloops can't preventing then to move more than they sould.

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    Re: Custom movement problem

    OK, then something is wrong. Maybe you could isolate your movement into a simple MFA with some obstacles to test the glitches on? You can upload it at mfa.aquadasoft.com.
    Working as fast as I can on Fusion 3

  5. #5
    Clicker Multimedia Fusion 2Android Export ModuleiOS Export ModuleSWF Export Module
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    Re: Custom movement problem

    here it is:

    View MFA

    <- ->: Walk
    Space: Jump

    Experiment resizing the left and right colisors to 10 and you will see that all problems are gone, so the colisors are moving more than they should.

    Thanks for you help =]

  6. #6
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    Re: Custom movement problem

    Hmmm. Just a question... why use these to detect collision with obstacles? Wouldn't it just be easier to use the main character object?

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    Re: Custom movement problem

    It's difficult to tell how your system works, but I think there may be an issue with the sensors being in old positions in relation to the blue object. They are not visibly behind, but it seems like they are during fastloops. I'll try and figure it out...
    Working as fast as I can on Fusion 3

  8. #8
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    Re: Custom movement problem

    Thanks, today I woke up with a new idea and I will try out to see if it works.

    Bassicaly my system works by using values for speed and gravity, and zero then with detection while pushing the player for the right position.

    And I use those because I need a perfect detection, my game will use lot's of wall jumping and other stuff that I think only detectors can do perfectly (maybe I am wrong but this is the way I like to work)

  9. #9
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    Re: Custom movement problem

    My custom movement is perfect now, I changed a lot of things...

    I am using Player+detector overlaping platform at the same time to force postiions out of platforms and its working very fine =]

  10. #10
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    Re: Custom movement problem

    I'm glad to hear that. Good luck with the rest of your game!

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