Any way to avoid this?

Discussion and feedback on Construct 2

Post » Fri Jan 24, 2014 12:02 am

Hi all

When i rotate the floor the collision don't stay in one line it change to little lines Z (pixel) shape.
This affecting the player animation and making him to shift between idle and land animation.

Is there any way to make the rotate object collision stay in one line?

Thank's to all
And have a nice day
B
7
S
1
Posts: 65
Reputation: 586

Post » Fri Jan 24, 2014 4:01 am

Not quite sure I am following what you want, but are you using a rectangular sprite as your collision polygon or using the default? Like in the platformer tutorial, you pin a square/rectangle sprite and use that for collisions in stead of the default collision polygon...
B
49
S
12
G
10
Posts: 1,833
Reputation: 14,583

Post » Fri Jan 24, 2014 9:58 am

Man.. I'd really wish that there were easy way to add pictutes etc. to this forum. Having a drawing (and example Capx file) woudl make understanding the problem so much easier.
Need help? Upload .capx file with your question.
B
16
S
4
G
2
Posts: 233
Reputation: 2,560

Post » Fri Jan 24, 2014 10:16 am

When you are replying there is a little icon of a tree above the reply window? It lets you add a URL Image.

Really it just puts [ IMG] and [ /IMG] with the image URL in the middle, you can type that manually.



You do however need Dropbox or something to hold the image.
B
233
S
62
G
33
Posts: 902
Reputation: 40,398

Post » Sat Jan 25, 2014 8:02 am

Thanks all





dropbox. com/s/m61eiaoj99j891a/1.png

As you can see in the image When i rotate the solid platform the collision polygon change to sawtooth shape and this is effect the player animation when he stand above the platform and convert between idle and walk animation.

Is there away to keep the collision polygon straight in one line when rotate.

Best regardsslanw2014-01-25 08:16:35
B
7
S
1
Posts: 65
Reputation: 586

Post » Sat Jan 25, 2014 9:03 am

It's affecting the Collision poly? It looks like it's just the screen showing a bit low res.
The poly is supposed to be just that, a polygon, meaning it only has corners, the lines are virtually draw between those corners.
Did you turn on "Show Collision Polys" in the View tab?
(or is it on, and hard to see the red line on red?)

You might try increasing your Window size in your project properties.Paradox2014-01-25 09:10:18
B
233
S
62
G
33
Posts: 902
Reputation: 40,398

Post » Sat Jan 25, 2014 11:19 am

I think I know what he's trying to explain.

If you have Platformer Behaviour on a Sprite, and was to have a separate Solid sprite, then make that solid sprite rotate whilst the Player is standing on it, it would make the platformers animation flicker between falling/standing whilst the floor is rotating.

I kinda have a sort of similar problem, which is when I have some floors and then a floor is connected to an angled floor and positioned against eachother. Walking along the floor works fine, but when you walk across the part of floor where the flat floor meets the sloped floor, the character sometimes flickers to the falling animation (though nothing's wrong with the movement, just the animation flickering). I'd put a capx/screenshot up but I gotta go off computer!
B
51
S
20
G
10
Posts: 571
Reputation: 9,819

Post » Sat Jan 25, 2014 12:59 pm

When you are checking which animation you are playing, you can use the "collision at offset" event and check a little further below your player. eg: self.y-50 to see if you are still on a floor,

sounds like its repeatedly colliding/not colliding because of the rotations.

B
87
S
44
G
16
Posts: 1,005
Reputation: 17,938

Post » Sat Jan 25, 2014 4:30 pm

Thank's all

exactly what Jase00 said : (( it would make the platformers animation flicker between falling/standing whilst the floor is rotating.))

is there a way to rotate the player when he above curved floors without making event code for each floor.

I'm making a platform game with size of 80,000 pixel wide, and there many puzzles i can't finish because Collision poly problems.

I have 2 rotating puzzles can't finish and another puzzle when player
jump into big moving fan to go to other side.

Sorry for my bad english
thank's again for the help
Best to all
B
7
S
1
Posts: 65
Reputation: 586

Post » Sun Jan 26, 2014 7:23 pm

Oh, I see. Justifun's suggestion is what I would have offered for that. Or even set an extra image point below the sprite, and check that point for overlap.
B
233
S
62
G
33
Posts: 902
Reputation: 40,398

Next

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 24 guests