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Thread: Auto Runner Jump and Collisions

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    Auto Runner Jump and Collisions

    Hi, I'm attempting to mess around with Fusion 2.5 by making a little auto-runner style game but I'm encountering some seemingly simple yet frustrating problems.


    My first problem is that I've got my player object set to Platform Movement and an event which always sets its speed to a specific amount (30, in this case). This event, however, causes the built-in jump function to stop working. I have the jump action set to Button 1 which corresponds to the up key and this works as desired until I implement the event to cause the object to move at a constant speed.

    I also considered the possibility of keeping the player's X position stationary and orientating all other objects to move from right to left across the game screen to cause the illusion of an auto runner but thought it may cause complications down the line (the game's intended to contain finite levels, as opposed to an endless runner). I'm not fully aware of all the advantages/disadvantages if I'm honest.


    My second issue is of specific collision detection. My game contains solid platforms which the player can collide with and walk on via an event which states "Player collides with Platform > Stop" but I get a lot of problems involving the player stuck halfway into a platform, or not precisely colliding with the platform etc. I understand fast loops are a solution to this and I feel like I have a fair grasp on them but I'm struggling with how to implement one into my specific problem and any advice would be appreciated.


    Sorry if I've made my issues sound more convoluted than they actually are and thanks in advance for any help

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Yes, setting speed to be always ---> xx brokes jumping,

    You may achieve better results by:

    start of frame
    ---> set speed to XX

    player object movement properties --> set deceleration to 0

    this would retain jumping feature.


    Usually endless runners are built like you describe on your third paragraph,
    but they are also usually intended to be virtually infinite,
    so nobody can blame you for attempting different setups, if those suits you more


    As for "platform sticking",
    are your platform to be "real platforms" ---> jump above from below?
    or instead "obstacles" ---> collide from each side?

    Was this issue connected to the Always -> set speed issue?
    (I guess not, since your player was not jumping... )

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    Fixed the jumping now, thank you!

    As for the collisions, at the minute I'm using passable platforms which can be jumped on top of from beneath. I'm using a jump/fall check I found on a video from Snail so that a flag is turned on whilst the player is falling. I've set an event which consists of:

    + Collision between Player and Platform
    + Player: Internal Flag 0 is on (Player is falling)
    - Stop
    This mostly works, but I encounter trouble when the player begins falling whilst overlapping the platform. I've tried adding a condition along the lines of "Y Position of Player < Y Position of Platform" to no avail.

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    In the sense that the player remains stuck inside the platform? Or slips through?
    That additional condition you mentioned shoud do the trick, imo...

    If you're willing to post an .mfa maybe we could easily find the fix

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    Okay, think I've solved the passable platforms now. I put the player's Y position into a variable and used that in the condition which seems to have done the job fine

    Moving on to solid platforms now, which I've had issues with in the past. A simple condition of "Collision between Player and Platform > Stop" works in a rudimental manner but with a number of annoyances such as:

    • Player sticks to the side of the platform
    • Player can jump off of the side of the platform
    • Jumping up at the platform from beneath causes the jumping action to 'stutter'
    • Jumping from beneath or to the side of the platform doesn't always result in a precise collision, sometimes the player stops a pixel or two away
    • Hitting the platform causes the player to stop dead and their speed to reset to 0, I'd like the player to constantly move right at all times as long as there is no object in the way


    Here is my (very basic) .mfa: Application 1.mfa


    Thank you very much for your assistance, by the way. This is my first time venturing into a platform style game and little inconsistencies and annoyances really bug the crap out of me

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    mmm just a little tought:
    if you're planning to do a auto-runner, it's going to have scrolling I guess...

    so, why not just using quick backdrops/obstacles-platforms,
    since they already behave good with standard platform movement?

    the main reason to use active platform in this kind of game would be to move them,
    but since you're moving the player/scrolling instead...
    why not using backdrops and also avoid coding a custom jump?

    This could simplify a lot your work I guess?

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    I suppose. I just defaulted to Actives because I could do more with them if I chose to later down the line. Also, not sure Quick Backdrops would really solve any of the issues I'm having which I listed above

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    You are correct about this solving few issues, I've just tested.
    My belief in standard movement has collided against a solid obstacle

    However, this also means it behaves the same as did with actives, but with just two lines..
    I always look to shorten the code when unnecessary, but with actives you may have moving platforms,
    so maybe a combined approach...

    As for issue 4 (speed reset)
    you may try adding:

    Speed of player < (speed)
    ---> set speed to 30

    This won't break jumping as won't be a "looping" call

    For other issues, I fear only a "full custom" movement would solve

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