Platforming rotating character tips?

For questions about using Classic.

Post » Sat Nov 19, 2011 6:30 am

Hi everyone, I was hoping someone might have experience with rotating
characters or objects with platforming behavior,
and whether anyone has come across or has solution for when your object
rotates near a 'solid' and ends up being thrown through it, I can
only assume? because the rotation of it puts the majority of the image
to far into that solid and it pops out the other side?

Is there any way to keep the object from getting pushed through a solid
like this?
It's absolutely killing me and I can't find a solution,
any help or ideas or sharing of experiences with these problems
would be extremely appreciated!
Posts: 58
Reputation: 1,166

Post » Sat Nov 19, 2011 7:29 pm

I have created a the cap with all the listings of your Reg.
Here you go \/
Download .Cap

Tell if that helped or not
Posts: 193
Reputation: 1,745

Post » Sun Nov 20, 2011 4:11 am

That helped a ridiculous amount :D!!!
Brilliant, brilliant example, thank you so much!
I do have some fears with areas of my design to whether this will work,
but it's definitely promising and really well done.
The rotation coming from that separate object keeps the platform object
from rotating through the wall which should solve all of my problems,
it's just really all the directions of gravity and specific angle changes
that are set up in mine that may be difficult to reproduce when split
across those objects and the actual sprite.

You've given me hope just as I was seriously considering having to
give a lot of this up, thank you so much!

Here's your cap I've been working on today to try and push it closer
to what I'm working on to test it's functionality.
Made a couple of minor changes like adding sensors on the corners so
that the sprite didn't flicker between angles when the detector was
overlapping 2 'FootREV' objects.
Also made the platform object spherical so moving along steeper angles
didn't leave the sprite floating above the ground.
And have got a basic gravity-changing setup working with the edges.
(When on the lowest platform, jump into the wall on the left side and
the gravity will change

Again, thank you so so so much!! It has helped tremendously :D!
Posts: 58
Reputation: 1,166

Post » Sun Nov 20, 2011 8:33 am

First of all please try using Dropbox, It's a much faster way to download and upload files

Ok, This .Cap does not work 100% But is does the job.

Download Here

it's only for cons..
Posts: 193
Reputation: 1,745

Post » Sun Nov 20, 2011 1:52 pm

I'm really sorry, I never at all expected you to expand what I had
updated for an additional example, otherwise I would have given additional
details to the direction I was moving with my own in progress expansion.
And yeah, is the fastest along with mediafire for normal files,
however I'm not used to uploading things under 1mb so I didn't consider
the time it takes to navigate through the pages with the captcha etc.

I just want to stress, your first example was epic, so please don't take
any of my criticism of your hard work on expanding the example I posted
to heart, as I greatly appreciate the unexpected additional update.
Also these may be quite nit-picky, but I've lost my mind with all the
ridiculous problems I'm having in my current project so I need to build
up an as perfect as possible test file before taking the extensive time
required to adjust my current project to the adjusted formula.

The problem created with the wallsensor now being the object that detects
when to change gravity, is that it can reach the conditions to change
gravity, without rotating the feet or sprite/wall sensor.
Also the wall sensor wouldn't work with a an actual sprite, because
it creates a bounding box over the character ignoring the current
shape/pose of the character on the screen.
I also really liked the feel of the character reaching the wall then
the gravity changing moments later when the detector caught up (as
it lags behind a moment).
Another reason is this re-introduces one of the any problems I have been
currently facing, because even if you made the wall detector the actual
sprite, it would mean when the animation changes the character could end
up off wall when it's rotation changes, instead of sticking to it like
it did with the detector/feet before.

#2]With the changes to the shape of both the feet and the detector,
this now occurs at angles

#3]The adjusted foot shape also reintroduces the largest risk which
is what was originally theoretically solved in the first example you sent,
with the width now larger than the height, when it rotates because of
the change in gravity at corners it's at risk of being pushed through
the wall.

#4]This is mostly because I was certainly not expecting another example,
which again I'm most grateful for.
Though the FixZOne is a nice way to force the gravity change back,
I didn't mention that you could jump to the right (relative to the
characters angle when on the left wall) into the ground, and have
gravity change back.
Also I was intending in my expansion of the example to eventually get
around to having gravity automatically restore back to the down direction
when the feet object reaches the 'falling' state after jumping.
Also the issue with that object, is that you have it set the angle of
everything to 0, regardless of it's current gravity (so that now when
traveling from the start location and jumping through that object,
the character's rotation goes to 0, before changing again when landing).
Another problem is that when you fall through that and it changes
your gravity, it doesn't change the gravitydirection global variable,
and the detector stays to the left of you (because it is going to x+10).

I hope these explanations of problems somehow help you in anything you
do in the future so you can avoid the issues I have had to face.

On a positive note, your wallsensor did give me a good idea of how to
deal with rotating the character towards the wall angle early automatically.

Again, thanks for taking this time to help! ^^

Though I didn't want to get into more details of the experiment because
I want to keep it mostly secret, don't want to leave you after all my
responses without an indication of the direction I was going and why
your changes for the most part didn't work without anything Dx,
here's my current progress I've made further in my experiment.
Uploaded to dropbox this time :)

Though I wouldn't mind/be happy to hear a response again from you about
this, I really can't divulge any more of the direction of gameplay and
changes I'm making to this, or updates of my experiments, sorry Dx

Again thank you for all your help, I'd still be absolutely lost if it
weren't for your response, now I have a direction to go in which might
be able to get things functioning :D! You've got no idea how much of my
mind I have lost lately because of this O_O;
Can't express the amount of thanks! ^^
Posts: 58
Reputation: 1,166

Post » Sun Nov 20, 2011 5:26 pm

No problem, I hope you have a huge suc.. with your game!
Posts: 193
Reputation: 1,745

Post » Sun Nov 20, 2011 10:31 pm

Thank you very very much :)!
I hope everything goes your way with your own endeavors too ^^
Posts: 58
Reputation: 1,166

Return to Help & Support using Construct Classic

Who is online

Users browsing this forum: No registered users and 3 guests