I'm working on a game using the platform object, and everything is working fine, except 1 thing. When i jump, my player will stick to the scenery because of his hair, arms, legs etc.
Will i need to use collision detectors ? i tried that, but my character just shifted right through the scenery instead...
Maybe you should look at the examples. They use an invisible square the same size as the player - this has the movement, but the player is simply positioned at the invisible square.
I have an invisible square as well, but the charecter itself does the movement because i figured the charcter would lag behind the square...but then again, how visible would that be ? ..i'll give it a go.
Object is standing: set position of player to detector
Object is walking: set position of player to detector
Object is jumping: set position of player to detector
Object is falling: set position of player to detector
Put these events somewhere near the top of your code. That should deal with any "lag"
n/a
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th June, 2004 at 18:57:42 -
I'm pretty sure it's differant with the PMO for some reason. Objects don't appear to lag when you set thier position to the PMO's object.
Well... the PMO can kinda be your own movement. It's just an aid, really, and its as flexible as any platform engine anyone can make, provided that you can take advantage of its potential features (like, for MSD1, I used the engine to make an anti-gravity level (Toothpick Towers)
Yeah, I've had a problem with a backjump thing I was doing. When my character backjumps into a wall, he becomes part of the wall. I don't rightly know how to fix it, but I'm working on it.
I dont know why, but here is what I did for the back jumping:
(IF being the event, THEN being the result. + and - either affirms or negates the event)
*** IF ***
+ Repeat while "A" is pressed
+ Jump Back = 0
+ Link is facing direction -->
*** THEN ***
Set Jump Back to 1
Set speed to 500 (of the invisible square thing)
(PMO) Set gravity to 70
(PMO) Jump
(PMO) Set X velocity to -600
(PMO) User is holding left input key
(PMO) Set maximum X velocity to 600
I don't know if any of this will help with just regular jumping though. I hope it does. By the way "Jump Back" as referred to in the event there is a global value, and to make sure it is set back to 0, then do this:
*** IF ***
+ (PMO) Object is standing on ground
+ Jump Back = 1