[r127] Jump-Thru behavior bug

Bugs will be moved here once resolved.

Post » Wed Jun 26, 2013 1:34 pm

@damainman , I've noticed this has happened since the early version, I've had it where if the player Jumps, and is falling, and touches edge of Jumpthru, the players Y speed will go to 0 (like this diagram):
(Green is the player, Red is Jumpthru, blue is how the movement goes)


Also, having a Player colliding with multiple jumpsdowns that are sloped causes glitches (But can't blame the behaviour from 'behaving' weird (lol) as it's getting confused from handling multiple Jumpthrus)
When it does this, it causes the behaviour to think it's not on the ground, though it is not actually falling towards ground, therefore you cannot jump ect.


The new update has introduced something that's all over my project, where I have solids and Jumpthrus close together, the character does the "Floaty falling" thing like the previous bug, just from walking along the solid into the side of the jumpthru.
(Orange is solid)


I've bug reported just one bug (one I haven't mentioned here) as I believe some of these thing I experience may just be because I have a tall Player, and I may attempt to change it round so he's like 4x4px (I've tried it quickly and gives a lot less hassle with the jumpthrus) Except most of my project is based around using the Players size for gameplay collisions like fighting. Life choices. Jase002013-06-26 13:35:53
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Post » Wed Jun 26, 2013 2:47 pm

@Jase00 You just outlined every issue I'm having. I'm back on r132 so I can't check the 3rd issue you're having. But the 2nd issue you've described is the new issue I'm having and the reason I'm back on r132.

@Ashley I work full time and this is my night time hobby - if I get a chance tonight, I'll write a capx that shows the issues Jase00 described above. It should be nothing more than a player sprite, and stacked jumpthru objects that cause the issue. Maybe on my break I can whip something up too...
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Post » Wed Jun 26, 2013 11:04 pm

@damainman I believe that the 2nd issue has been around for quite some time now :P I kinda just ignored it and avoided having sloped jumpthrus having other platforms close by. Though it's nice to know this is affecting others and not just me :3
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Post » Wed Jun 26, 2013 11:13 pm

@Jase00 Well the second one isn't quite the same for me. I would have stacked jumpthru tiles to give the look of steps or different sized platforms. This bug only started for me with the last release (r136). I don't float or anything. I just get stuck like I'm in the middle of a solid.

And the slide through the floor thing I patched up with an "if enemy hits wall then enemy.y=self.y-1" And they no longer fall through the floor.

I went to r135 for now. With the above patch I now have no issues aside of the silly hitting the platform from the side causes a millisecond delay from falling.
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Post » Thu Jun 27, 2013 4:14 pm

@damainman Have you tried messing with your sprite collision box? Instead of dragging the points around, click them once and set it's X/Y position manually by setting the numbers. This fixed it for me!
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Post » Sun Jun 30, 2013 8:25 pm

The first issue is the one that I have most often. When a player comes close to landing on a jump through but not quite making it, their Y drops to 0 for just an instant and then they begin falling again. The causes some real issues on games where you are trying to design for tricky jumps.

I have found that it happens regardless of how thick the jump through is. @Ashley any word on this? It makes pixel perfect platformers not so pixel perfect as the jump arc gets pretty messed up when a player comes close to a jump through platform.

This can also be seen when falling off of the edge of a jump through if you immediately hit back toward the direction of the platform. SO run off and then immediately reverse direction back toward the platform and you will see the same behavior.
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Post » Tue Jul 02, 2013 11:27 am

@Jase00 - I think you've described a couple of issues for which there is no bug report with repro .capx. The OP discusses a single issue for which there is an easy workaround. If you want those other cases to be investigated you should post a new report.Ashley2013-07-02 11:27:51
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Post » Tue Jul 02, 2013 2:57 pm

@Ashley , Sure thing! I''ll post all of them when I get a chance or if someone else does it first.
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Post » Tue Jul 02, 2013 6:50 pm

@Ashley the original behavior of stopping briefly while jumping near a jump-thru does not really have an easy work around. Originally we thought it was due to the thickness of the jump-thru but that actually has no bearing on it. It happens no matter if the jump-thru platform is thin or thick.
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Post » Wed Jul 03, 2013 6:02 pm

@andreyin - your original .capx link is now a 404. I know the bug is old, but I definitely won't be able to look in to it again if the file isn't there!
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