Jump Thru / Platform Positive X Movement

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Post » Thu Jun 07, 2012 4:22 pm

I've noticed a weird issue with the Jump Thru behavior. If a platform sprite is at a standstill to the left of the jumpthru tilebg without overlapping another the platform sprite needs to accelerate to a certain speed in order to move past it, but only if the platform sprite is moving right.

When moving left from a standstill the platform sprite passes through as expected. If the platform sprite is already overlapping a jumpthru tilebg then it will pass through all other subsequent instances as expected. It only occurs when not already overlapping a jumpthru tilebg.

Example Capx
http://dl.dropbox.com/u/20459682/platform_bug.capx

Just get as close to the left side of the either of the teal platforms, and then press right. You'll notice a hesitation followed by a "pop" as you move past it. I assume it's because you're still accelerating even at a standstill, and once the platform sprite hits a certain speed it passes through.

I assume this is a bug due to the inconsistencies mentioned above.
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Post » Fri Jun 08, 2012 4:40 pm

I think I found a way to improve it but it's hard to tell since it's quite a subtle effect. Can you try this improved runtime.js for the Platform behavior and let me know if it's better?
https://dl.dropbox.com/u/15217362/platform-r94.zip
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Post » Fri Jun 08, 2012 7:12 pm

Whatever you did fixed the bug I reported. I noticed one other thing, but it's only noticeable at a low resolution, and not as gameplay effecting so much as visual.

When landing in my example, the platform sprite sometimes land about a pixel or a half pixel into the jumpthru tilebg, but when the platform sprite overlaps another jumpthru tilebg it jumps to the proper elevation. I thought it might be dependent on speed, but I tried raising the values to see if there was a notable difference but it appeared to have no effect on the outcome.

Like I said, that quirk there seems rather low priority, and probably will only effect lo-res retro games like mine and only visually really.

The original bug appears to have been squashed though, so awesome awesome awesome!
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Post » Sun Jun 10, 2012 11:40 pm

[QUOTE=TL22] ...I noticed one other thing, but it's only noticeable at a low resolution, and not as gameplay effecting so much as visual...
When landing in my example, the platform sprite sometimes land about a pixel or a half pixel into the jumpthru tilebg...
...Like I said, that quirk there seems rather low priority, and probably will only effect lo-res retro games like mine and only visually really...[/QUOTE]
I'm experiencing this bug at R90 - that is not only visual. I have several jumpthru panels, so when you are 1-2 pixels overlapping jumpthru you can fall through their joint point.

And I also experiencing the bug with moving right through jumpthrus and stucking (but not always)
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Post » Mon Jun 11, 2012 2:27 pm

The platform behavior only works to the nearest pixel. Try enabling pixel rounding in project properties so objects never appear at half-pixel increments.
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