Solid error :(

For questions about using Classic.

Post » Sun Nov 13, 2011 8:01 am

hello guys! i have trouble with project,the platform player can't interactive with solid block. here :

test :

how to fix that ?
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Post » Sun Nov 13, 2011 6:10 pm

I don't see any problem, can you post the cap?
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Post » Mon Nov 14, 2011 9:11 am

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Post » Mon Nov 14, 2011 10:51 am

The cap could be corrupted. If you delete all objects, create new ones, does it still persist? or if you create new cap? I'll pm one of the CC developers to look at your cap.

Tip>Your player has solid ticked on, it doesn't need it as behaviors default setting is to collide with solid objects.
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Post » Mon Nov 14, 2011 11:01 am

Could be a problem with collision masks.

Try using a dummy sprite with platform behavior (invisible at start) and add an Every Tick event to set the character position to that of the dummy sprite. That works with your cap. You would then just handle the animations as usual depending upon direction.
If your vision so exceeds your ability, then look to something closer.
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Post » Mon Nov 14, 2011 3:59 pm

zenox98 is right, I didn't look at the collision mask. If you change collisions from per pixel to bounding box or point it starts to detect solids, or create collision mask.
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Post » Mon Nov 14, 2011 5:26 pm

It looks like you used "Copy collision mask to each frame". It is currently broken and causes the collision mask of every frame to be empty.

An oft used solution is to have a separate sprite for the collisions. Any behaviors are applied to the hitbox sprite, and player sprite's position, direction and animations are set with events.

The events will look like this:
+ System: Always (every tick)
-> Sprite: Set angle to hitbox.Angle
-> Sprite: Set position to object hitbox (image point 0)
+ hitbox: [negated] is moving
-> Sprite: Set animation to "idle"
+ hitbox: is walking
-> Sprite: Set animation to "running"
+ hitbox: is falling
-> Sprite: Set animation to "falling"
+ hitbox: is jumping
-> Sprite: Set animation to "jumping"
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