Stuck in a Jumpthru

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  • 7 posts
  • Link to .capx file (required!):

    Steps to reproduce:

    1. walk left

    2. fall into the jumpthru from the side

    Observed result:

    at the moment you enter the jumpthru you get stuck in midair.

    in the .capx it is just a bit but in my current project the effect is annoyingly strong (see below)

    Expected result:

    while passing a jumpthru keep the trajectory

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:


    Construct 2 version:

        119 64bit


    <img src="" border="0" />

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  • I can't currently open it as I am at work, but are you using a collision rectangle or the sprites default collision polygon? If the default, the issue may be that it changes shape during the animations which can cause objects to get stuck inside of other ones...

  • my animated sprite is pinned to an invisible rectangular platformer object and the jumpthru also has just slightly moved rectangular collisions.

    im not sure if it was well-worded ...the player don't keeps sticking in the other object it is more like jumping through a block of water if you know what i mean.

    the attached .capx file is just a different arranged platformer template even if the effect is much harder to see in the .capx it is there

    so it shouldn't be a problem with my code or collisions.

  • I don't think we can fix this. But the workaround is really simple. Don't create huge jump-thrus, just make them a thin bar along the top. There's no point making it any taller than that!

  • i have these large collision boxes because i use the same sprites as solids to minimize the download size there any way to give a sprite different behaviors? so that the user just has to download 1 png ..but it is used as a solid with lage collison and as a jump-thru with small collisions.

    anyway thanks for the help its a great piece of software

  • Example capx.

  • Thanks for your reply but this is the same way I did it, only with instance variables instead of the height but they are both still using the same collision.

    Just thought there would be a better way

    but I think I can live with it :P just wanted you guys to know about this bug.

    Thanks everyone.

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