platform object collision with jump-thru object glitch

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  • Problem Description

    construct 2s 'platform' behavior has a small re-positioning glitch that sometimes occurs when you collide with the side of a 'jump-thru' behavior floor object. it seems to occur when the lowest point of the platform object is within a certain distance from the highest point of the jump-thru object. it re-positions the platform object to be atop the jump-thru object causing a sudden and noticeable glitch.

    Attach a Capx

    dropbox.com/s/h2qyimcbsk7p0ko/platform%20bug%20example.capx

    Description of Capx

    The CapX simply features an automatically moving platform object moving from left to right. jump-thru objects are positioned around the layout at specific heights to demonstrate the collision problem.

    Steps to Reproduce Bug

    no input is required. running the project will demonstrate the bug several times as the auto moving object collides with the edge of jump-thru objects.

    Observed Result

    The platform behavior object collides with the jump-thru object while its lowest point is several pixels lower than the highest point of the jump thru object, and the platform object is abruptly re-positioned to standing atop the jump thru object causing a sudden and noticeable jitter.

    Expected Result

    The platformer object should fall thru the jump-thru object if its lowest collision area is any number of pixels bellow the jump thru objects highest collision area. then there would never be a jitter or at least only a re-positioning of 1 pixel would be possible.

    Affected Browsers

    Chrome: (YES/)

    FireFox: (YES/)

    Internet Explorer: (unchecked)

    Operating System and Service Pack

    windows 7.7 service pack 1

    Construct 2 Version ID

    v265

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  • does anyone have any practical work arounds for this problem?

    i managed to fix it for the player object in my game by dividing him into multiple objects for collisions (the object with platform behaviour has a very short height, which reduces the problem, and his collisions with all other objects are handled by an object with more accurate height)

    but trying to solve the problem with platformer behaviour based enemies is really a big problem. i cant easily split them into multiple objects the way i did with the player object.

    i just still cant understand why the platform behaviour code works like this at all. when would a game developer ever want the player object to glitch on top of a platform ledge?

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