Vertical moving platforms throwing me off!

Discussion and feedback on Construct 2

Post » Thu Oct 13, 2011 8:27 pm

Before moving the platforms have the player move the same amount as the platform is going to move. The platfom the player is on is found by moving the player 1 pixel down, checking for overlap then moving back to where it was. Basically it does what "overlaps at offset" did for CC.
http://dl.dropbox.com/u/5426011/c2/vertical%20platforms.capxR0J0hound2011-10-13 20:28:03
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Post » Fri Oct 14, 2011 4:02 am

Hey,

I've been trying to get your solution working in my game, R0J0, but I'm apparently doing something wrong. Would you mind taking a look?

http://db.tt/61FvHuSV

All the events are on the Misc event sheet, under the comment "Vertical". The platform on the right is the vertical one, by the way -- just watch out for that Goomba. SullyTheStrange2011-10-14 04:33:59
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Post » Fri Oct 14, 2011 4:42 pm

Thx R0J0hound

I was also having some trouble with the vertical move !

Also I am wondering is it a bug ? Because looking at the example on horizontal move it works fine ! Just wondering why it's not the same with Y and if it is a bug that has to be fixed.Ketoulou2011-10-14 16:43:28
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Post » Fri Oct 14, 2011 6:30 pm

@SullyTheStrange
The platform needs to be moved vertically after the player is moved.

Move the "Plat: Set Y to self.Y+self.MoveY*dt" from event 9 and put it in a new "Every tick" event at the bottom of the event sheet. You'll also want to reposition mario to the player sprite in that event otherwise mario will appear to lag behind.

@Ketoulou
The key to get it to work is moving the platform after the player.R0J0hound2011-10-14 18:31:32
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Post » Fri Oct 14, 2011 6:55 pm

Alright, that makes it plenty less glitchy, thanks! The remaining problems might be issues with my animation system, so I'll try to work those out on my own.
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Post » Sun Sep 02, 2012 1:06 am

IMO It would make much more sense if you use the Sine behavior.
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