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Lazernaut



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11th June, 2004 at 09:14:17 -

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...

 
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ChrisB

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11th June, 2004 at 09:24:53 -

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.

 
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Lazernaut



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11th June, 2004 at 10:00:52 -

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.

 
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The Chris Street

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11th June, 2004 at 11:42:58 -

Yup give the square the movement.

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"


 
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Assault Andy

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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.

 
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Teapot

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12th June, 2004 at 09:21:49 -

How about making your own movement ?

 
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The Chris Street

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12th June, 2004 at 09:47:55 -

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)

 
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Teapot

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12th June, 2004 at 19:26:24 -

I've never used it.

 
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13th June, 2004 at 00:47:11 -

Sorry to off topic but CIRCY DUDE!!!...

I hope those aren't yur teeth :S

lol

 
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The Chris Street

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13th June, 2004 at 08:49:12 -

Lord no

 
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Rory Griffin



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13th June, 2004 at 11:43:06 -

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.

 
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Rory Griffin



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13th June, 2004 at 11:59:49 -

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

*** THEN ***
Set Jump Back to 0

Image Edited by the Author.

 
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