[SOLVED in R248] 8dir-plugin wall-collision BUG

Bugs will be moved here once resolved.

Post » Tue Aug 29, 2017 4:08 pm

Calm down boy. If that's the real bug then maybe some day some dev, not actually busy on C3 will fix it.
You know about C3, right? And you know you spend that 70 € literally on abandonware, yes ?
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Post » Tue Aug 29, 2017 4:28 pm

Disabling player input isn't a good fix. The object will stop short of the wall and it becomes complex when to know to re-enable player input. No workaround should be needed.

It's not a waste to report this for C2 since C3 uses the same logic and can benefit from the fix as well.
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Post » Tue Aug 29, 2017 5:01 pm

Well then the question isn't if it should stop exactly at the obstacle, but rather if "is moving" should be thrown when the player is constantly telling it to move every tick.
And just like re-enabling input, when to say it's moving again.
Perhaps additional conditions would be more appropriate, such as "is blocked by obstacle".
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Post » Tue Aug 29, 2017 5:54 pm

It seems to me that here you are trying to hijack the problem like section "how do i", but this is not a topic to discuss how to do , this is a topic to report a bug on a 8dir behavior (which you like to admit it or not, but, in facts, a bug is).
So I look forward to seeing the developers and I trust that measures will be taken as soon as possible. Because, as has already been observed, the thing is serious and concerns as much as C2 as C3.
please stop smoking in the eyes and let us reason that the behavior is bugged and it needs to be revised.
Anyway, every comment will still serve to give more visibility to the problem, so "fatevobis"
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Post » Thu Aug 31, 2017 1:00 pm

I agree.
I would like this to be resolved and remove that "bounce against the wall" behavior.
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Post » Tue Oct 03, 2017 10:26 am

any update about this? i'm still waiting for a non-bugged 8dir behavior..
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Post » Tue Oct 03, 2017 4:09 pm

@NN81

I suggest posting this on C3's bug section too for immediate action. Scirra doesn't really prioritize Construct 2 bugs as much as Construct 3 bugs.
Instructions are stated here by Ashley : where-to-report-bugs-amp-post-suggestions_t195982
You can also just redirect this bug report to your C3 bug report too so that Ashley can read this thread too.

I also agree that this is a bug, but I still think the bounce effect shouldn't be removed. Just have a boolean to enable/disable this feature.
This is very useful in high speed 8-direction movements. You'll get what I mean when you set the "Max Speed" to about 5000+ and "Acceleration" to about 2000+.
Think about this as an additional feature. We don't want other old/in-production games that take advantage of this feature to get broken.

I'm not sure if it's feasible but new conditions like "Is collision-bouncing" and "collision-bounce enabled/disabled" would be nice.
And a "set collision-bounce enabled/disabled" action too.
The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Wed Oct 18, 2017 3:27 pm

I think this is caused by the same underlying issue as this bug: when hitting a surface it can sometimes stop with a small gap, since it stops as soon as the next step (which at high speeds is a visible distance) goes in to a solid. However with a lower acceleration, it then starts accelerating in to the small gap, and then hits the solid again leaving a smaller gap, which it can then accelerate in to again... this causes the "blinking" effect as it alternates between moving and stopped.

I've fixed the other bug for the next build so it stops within 1px of the obstacle it hit. Since this eliminates the gap and there's nothing to accelerate in to, it seems to also fix this issue as well. So it should be working in r248.
Scirra Founder
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Post » Thu Oct 19, 2017 1:54 pm

we hope well. I look forward to the new release then.
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Post » Wed Nov 01, 2017 7:31 am

Ashley wrote:I think this is caused by the same underlying issue as this bug: when hitting a surface it can sometimes stop with a small gap, since it stops as soon as the next step (which at high speeds is a visible distance) goes in to a solid. However with a lower acceleration, it then starts accelerating in to the small gap, and then hits the solid again leaving a smaller gap, which it can then accelerate in to again... this causes the "blinking" effect as it alternates between moving and stopped.

I've fixed the other bug for the next build so it stops within 1px of the obstacle it hit. Since this eliminates the gap and there's nothing to accelerate in to, it seems to also fix this issue as well. So it should be working in r248.

collisions are still not perfect at 100% but at least the annoying problem is solved! well done.
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