[quote="deadeye":238ajwjz]What bugs? What exactly is strange about the jumping, colliding, and changing direction?[/quote:238ajwjz]
As you could see players compete in jumping on each other to smash (or suffocate) the opponent. So problems tend to results often from strange behaviour of sprites when they are being jumped on.
At first I couldn't figure out why the red rabbit (one that was initially doing the smashing) was falling off the yellow one while he (yellow) was changing direction. Finally I found out that by default changing angle of sprite by 180 degrees turns it around by all angles in between. With sprite turning upside-down the one staying on top turned as well, still sticking to original surface. Selecting "No rotation" solves the problem but such occurence may come in handy some other time. Is there a way to alter it during gameplay? I just got the idea to experiment on gravity to make similar effect... so nevermind for the time being. (Unless it's very brilliant idea and you can't help but write it down.)
Another behaviour I find troublesome is that sprite staying on top of other sticks to it all the time. Even when the sprite below changes it's position through event. Spawning at other position was success because I temporarily removed solid attribute while sprite played the animation of "dying" (which doesn't look unnatural because dead rabbit is almost completely flattened). But I plan to make portals appearing at random. Removing solid attribute all the time could be inconvenient. Is there other way to "un-stick" the upper sprite?
[quote="deadeye":238ajwjz]Or provide an example with bunnyhop enabled so we can see these bugs?[/quote:238ajwjz]
I turned off the "bunnyhop" option after simulating assault from above. The prey would be dragged to ground after being jumped on in mid-air. But while "bunnyhopping", the rabbit below didn't trigger the event "On ground" and was suspended playing "Jump" animation as long as player kept the button pressed down. At least... that's what happened before. Now it falls all the way down without problem. Maybe setting jump strength to "0" by mid air contact fixed the case.
+ Rabbit [Platform] is Falling
-> Set Rabbit.Value('jumpReady') to 1
+ Mouse&Keyboard: Player 1 "Jump" is down
+ Rabbit [Platform] is On Ground
+ Rabbit is Overlapping platformTile at offset (0, 2)
+ Rabbit.Value('jumpReady') is equal to 1
-> Rabbit [Platform]: Jump
-> Set Rabbit.Value('jumpReady') to 0
Thank you very much for that! Ultimately I altered it to make semi-bunnyhop (after jump you must release and press button again) but all the credit is yours. I made rabbits jump off each other but I wouldn't get the idea to make different attribute so once again thanks!
What are you trying to modify? I don't know what you're trying to do in the first place so I don't know of an "other way."[/quote:238ajwjz]
Well... I adressed most of my concerns already in this post. Yet... what bugs me is that rabbits slide off each other. I presume I could change their speed when they are on top. Action "Stop" (and "Bounce" when we are at it) doesn't work. Or works at impropriate time (if you don't think bouncing happily all over the corpse is impropriate I don't know what is...). It would be nice if they could bounce off a little if they bump at each other horizontally too.
If you advise me any more I'd be sincerely indebted but I should already work on some colours (red and many of it's shades if you catch my drift).
[quote="deadeye":238ajwjz]By the way, nice bone animation on the rabbits
Thanks, that took awhile but I'm still amazed myself. This program can make some awesome looking stuff. My friend told me they're too cute for swift, murderous, killing automatons. Well,... time to add those colours...
Nevermind that. I'll check out your example anyway.