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c-jayf



Registered
  06/07/2003
Points
  274
22nd March, 2005 at 21:00:29 -

I'm having trouble getting my ground detector to detect the ground when im falling. he ends up going through the platforms a little ways.

Conditions -
o every 00"-02 seconds
o [Negate] Ground Detector overlaps backround
Events -
o Add 1 to Value A

Conditions -
o Alterable Value A > 0
Events -
o Run loop 1 for Ground Detector(Value A) loops

Conditions -
o Collides w/ backround
Events -
o Set Alterable Value A to 0
o Stop Loop 1


Any suggestions?

 
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AsparagusTrevor

Mine's a pint of the black stuff

Registered
  20/08/2002
Points
  2364

Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
22nd March, 2005 at 21:06:41 -

You using TGF or MMF? If you're using MMF then the Platform Movement Object is the way to go.

 
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c-jayf



Registered
  06/07/2003
Points
  274
22nd March, 2005 at 21:09:36 -

unfortunately im too cheap to upgrade to MMF. The Games Factory.

 
I hate witty signatures.

c-jayf



Registered
  06/07/2003
Points
  274
22nd March, 2005 at 21:40:48 -

sorry to double post, but this topic is kinda dying. Cmon' brilliant minds.

 
I hate witty signatures.

LilSpriteX



Registered
  08/05/2003
Points
  28
22nd March, 2005 at 22:15:31 -

Use a second ground detector, a pixel below the regular one, that pushes the character up when it's detecting a platform. Search the articles, there's some great ones on this.

 
n/a

LilSpriteX



Registered
  08/05/2003
Points
  28
22nd March, 2005 at 22:15:31 -

Use a second ground detector, a pixel below the regular one, that pushes the character up when it's detecting a platform. Search the articles, there's some great ones on this.

 
n/a

c-jayf



Registered
  06/07/2003
Points
  274
22nd March, 2005 at 22:27:34 -

That's actually what I was pondering over, but I thought i might wait for some feedback, so maybe I could try something else. Good Idead though, thanks for yas help!

 
I hate witty signatures.

Noyb



Registered
  31/05/2004
Points
  1117

VIP Member
22nd March, 2005 at 22:47:05 -

If you're using fastloop movement, you don't need a pushup function. It looks like your problem is that the detector moves with the fastloop, but the condition to stop it falling is outside of the loop. Just make that last condition:

Conditions-
o Loop 1 triggered
o Collides w/ background
Events -
o Set Alterable Value A to 0
o Stop Loop 1

 
"Omg. Where did they get the idea to not use army guys? Are they taking drugs?" --Tim Schafer on originality in videogames

c-jayf



Registered
  06/07/2003
Points
  274
23rd March, 2005 at 00:42:43 -

Oh my God, Noyb I Love You.

 
I hate witty signatures.
   

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