Using Slopes In Construct Classic

For questions about using Classic.

Post » Fri Aug 26, 2011 4:00 am

Well, here's my problem. I'm working on a platformer project, and the ever-classic slope problem has come into play. I was sure I'd heard that the platform behavior handled slopes automatically (aside from the animation angle), but when my character walks on the right-facing slope facing downward/right, he falls every couple steps, and when he walks on it facing upward/left, he becomes embedded in the slope. I'm pretty sure this is a collision mask problem, as I'm not using two separate objects for the character (i.e. hitbox with platform movement and dummy for animation). Any advice? :/
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Post » Fri Aug 26, 2011 4:59 am

You can find slopes in Deadeye's platform school 4, in the tutorial list... not sure if the file is accessible now, but it should be around.
...but this is mostly psychological. Check my devlog
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Post » Fri Aug 26, 2011 7:24 am

[QUOTE=sved] You can find slopes in Deadeye's platform school 4, in the tutorial list... not sure if the file is accessible now, but it should be around.[/QUOTE]

Admittedly, this is the first place I thought to go for help, haha. One must note however that while these files are still available, there are a couple issues with the suggestion that they can help with slopes in cases like mine:

1) When Deadeye remade Lessons 1-5 to reflect the better platform behavior and improved overall coding in the "finished" Construct Classic, slopes were mysteriously cut out from Lesson 4 and are, in fact, not found in any of the remade lessons.

2) If you're referring to the old Platform School, then yes, slopes are included, however... they are programmed with the hitbox as a separate object. I mentioned in the original post that I'm using one object as the character rather than a pair of objects (collision detection "real" character, animated dummy). I don't know if that programming can still be applied to my situation with a little rejiggering, but from what I've heard it's pretty archaic programming as it is.

And yeah, I've searched high and low across Scirra's forums here and the old site's forums to try and find a trace of slope-traversing advice. No such luck! :(
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Post » Fri Aug 26, 2011 7:36 am

[QUOTE=joeyapplepi] I'm pretty sure this is a collision mask problem, as I'm not using two separate objects for the character (i.e. hitbox with platform movement and dummy for animation). Any advice? :/[/QUOTE]
Do you know, you can edit collision mask in image editor? There's button on top panel
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Post » Fri Aug 26, 2011 7:47 am

[QUOTE=DtrQ] [QUOTE=joeyapplepi] I'm pretty sure this is a collision mask problem, as I'm not using two separate objects for the character (i.e. hitbox with platform movement and dummy for animation). Any advice? :/[/QUOTE]
Do you know, you can edit collision mask in image editor? There's button on top panel[/QUOTE]

Yeah, I was tooling around with that for a little bit until I realized I don't know what a collision mask SHOULD look like in order to move down a slope. :(

This really makes me feel like a dork, I've been using event-based programming since I started with Clickteam's The Games Factory back in 2004. I just honestly have never used slopes before. xD

I appreciate the help you guys have offered (:D), but I guess I'm specifically looking for advice on what I need in order to make realistic, tolerable-to-the-eyes slope movement. Thanks! :)
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Post » Fri Aug 26, 2011 9:59 am

What I think is happening is that your character is the collision detection, using pixel perfect collisions, so when the legs(for example) animate, they can overlap the slope while going up, thus causing issues, and overstep when going down, causing the dropping thing.

So you need to make a collision box about the size of your character, a solid rectangle.

I still use a seperate collision box for my platformers, and set the animated character sprite to the collision box using some events.
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Post » Sat Aug 27, 2011 8:59 am

Well, I gave in and used a separate object for the collision mask. Disappointing that I had to do that, but it works SO MUCH better. Oh well, I'll take a working engine over a "convenient" one any day :D
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Post » Mon Mar 26, 2012 8:00 am

[QUOTE=joeyapplepi] Well, I gave in and used a separate object for the collision mask. Disappointing that I had to do that, but it works SO MUCH better. Oh well, I'll take a working engine over a "convenient" one any day :D[/QUOTE]

But using 2 objects is the convenient way...
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