[QUOTE=christina] @Magistross thanks for taking the time. Could you share your .capx? Because I tried the same yesterday, and it ruined xSpeed for some reason (-3 going left, +2 going right)and also introduced a 1-pixel gap again. You can see it if you drive 'player' in a corner and keep pushing: it sinks
one (or half) a pixel in.
Thanks for taking the time. So, this is the built-in (and awesome, don't get me wrong) platform movement:
When the 'player' bounding box is 25x25px, 'player' doesn't even move.
When the 'player' bounding box is 23x23, 'player' moves ok, but again, the 1-pixel gap makes its appearance.
And this is my implementation which works without a glitch always, except when introducing dt (although Magistross may be on to something)
It does all I want it to do, and takes advantage of C2's inbuilt bounding box and overlap functions, so your code is definitely not going to waste.
I think this (http://www.scirra.com/FORUM/the-big-timedelta-headache_topic35671_page1.html ) discussion is really really pertinent to the problem, but I can't really parse the ConstructClassic-specific ideas, since I know things are different with C2. I do hope I'm not making a nuisance of myself.[/QUOTE]
The collision box of your sprites are the exactly same on all the frames?
The sink symptom is looking like a issue with different collision polygons I had a time ago.
If yes, I concern you to use the animation sprite as animations only, and pin them to an invisible square sprite object, with the collision polygons set to the size you want, so, you can make all your code to work for the invisible sprite and set everything else, like animations, to be pin on that.TELLES08082013-04-08 19:25:01