Platform behavior skipping small walls

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Post » Wed May 01, 2013 2:45 am

Link to .capx file (required!):
https://dl.dropboxusercontent.com/u/41931267/PlatformStepping.capx

Steps to reproduce:
1. Run towards the staircase


Observed result:
Player skips steps in a manner roughly equivalent to its speed.

Expected result:
A 2px high wall should stop the player. HOWEVER this would break a LOT of projects, and I'd suggest just giving the user more control over this aspect of the behavior.

Browsers affected:
Chrome: yes
Firefox: yes
Internet Explorer: yes

Operating system & service pack:
Windows 7 64bit

Construct 2 version:
r127    
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Post » Sat May 11, 2013 6:58 pm

Sounds like this is exactly the same problem as I have. If the framerate is low my character jumps through the walls.
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Post » Sun May 12, 2013 12:51 pm

same with high speed bullets
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Post » Sun May 12, 2013 1:51 pm

@Nemo @Notsu I think your problem is different, and a natural consequence of the collision system. At low framerates, it makes perfect sense that bullets etc would move through walls. If you look at my capx, however, you will see that this issue is different.
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Post » Sun May 12, 2013 3:01 pm

I maybe presented my problem in a wrong way. My character "Walks" on a platform moving with steady speed and suddently takes huge teleporting leaps to random locations on to some other platforms. This happens only with the platform movement behavior. Everything's ok with the bullet behavior. I tested your capx but i didn't really understand if you were after a pixel perfect collision or what exactly was the issue? If you meant that your player object teleports from one stair to another, then that's what my problem is.nemo2013-05-12 15:01:42
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Post » Sun May 12, 2013 6:34 pm

@nemo I wouldn't use the word 'teleport' but it does seem to ascend the stairs when it's going fast enough. It really shouldn't go past stairs higher than 1px.
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Post » Tue May 14, 2013 1:02 pm

It may interest.

http://www.scirra.com/forum/collision-polygons-and-detection-issues_topic54181.html?KW=collision
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Post » Tue May 14, 2013 9:03 pm

@telles0808 this isn't related to large objects or complex collision masks.
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Post » Thu May 23, 2013 7:01 am

The way I interpret this: The platform movement behavior is a black box and you really aren't given any definitions for how it should behave under any circumstances. You might even say it's undefined. Therefor it's perfectly legitimate for any particular use of that behavior to make demons come out of your nose.

Yeah, it's a weird behavior you've shown here and there isn't really any particular reason to think it's intentional, but it's not necessarily a bug. If you don't want weird inexplicable crap to happen, you have to program your own behaviors in a way that you can understand.DimensionWarped2013-05-23 07:03:18
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Post » Thu May 23, 2013 8:02 am

It's probably how the platform behavior handles steps(movement checks), slopes, and speed.

Platform is moving fast, so it's step interval is higher (checks ahead of itself specific amount of pixels) and based on a ratio it determines if it's possibly a slope they are traveling on.

Well, that's what I assume after playing with Custom Movement plugin a little bit.
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