Help with some platformer "jankiness"

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  • For the purposes of this, I've made a Megaman demo to just show what I'm talking about. You can grab the capx here.

    I'm still relatively new to Construct 2, but I'm blown away with how few steps it took to make that demo work like it does. Still, there are some issues that I'm having (that I'm not really seeing in others' projects), so I'm hoping to get these straightened out.

    First, although the sprites have no padding and the bounding box is set to exactly the dimensions of the sprites, Megaman still floats 1 pixel above the ground tiles:

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

    Aside from that, walking over these tiles sometimes yields some "jankiness," like he falls a pixel for a split second before returning to his normal position. Sometimes when jumping left, he also disappears for a split second.

    Aside from that, I could use a tip on how to animate him walking continuously while the left/right arrows are held down. Changing animation to "play from current frame" and back does nothing.

    Any help would be appreciated, thanks. :)

  • Well, the problem with disappearing upon turning left should be fixed in the newest release from earlier today. If you redownload C2, you should find that that doesn't happen anymore.

    Actually, the 1-pixel-floating thing might be fixed too when you update depending on how old your version is. Either way, I'll take a look and see if I can come up with anything else.

    EDIT: Well, I helped remove a bit of the "jankiness" as you call it. <img src="smileys/smiley17.gif" border="0" align="middle" />

    He no longer jitters around while running, and the animation works properly now too. For the jittering, you have to make sure that the origin point of each frame in the animation is set to the same height. You can see it by going to "Edit animations", then click on the "Set origin and image points" button towards the top left. If they aren't lined up right, you'll get that sort of result.

    And for the animation playing properly, remember to set it to looping by clicking the animation name and setting Loop to Yes over on the left. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Thanks, the disappearing thing does seem to be fixed, but that screenshot is from the latest build.

  • (I dunno if you saw my edited post, you posted right before I did that. <img src="smileys/smiley5.gif" border="0" align="middle" />)

  • Oh thanks for bumping, I did miss it!

    Wow, thanks for all the help. It's little stuff like this that usually trips me up, heh. Thanks again!

    Edit- He's still floating a pixel above for me...

  • Yeahhh, sorry if I implied I fixed that. I didn't. <img src="smileys/smiley9.gif" border="0" align="middle" />

    Now I did! <img src="smileys/smiley4.gif" border="0" align="middle" /> All it takes is changing the collision polygon a teensy bit at the bottom. I also fixed the jump animation, 'cause as it was he'd be running midair while falling.

  • Sweet! You're a savior man.

    That has to be a bug right? Because I shudder to think doing that for every sprite...

  • Haha, thanks. I do what I can. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I think it's a bug, but I thought it was addressed a while ago which is why I thought updating would fix it. And, actually, it could be dealt with more easily by changing the collision polygon for the GROUND instead of the character... one change compared to potentially dozens or hundreds. <img src="smileys/smiley5.gif" border="0" align="middle" />

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  • True, I'll keep that in mind if I move forward and it's still not fixed. A big part of this was just learning how to set up a platformer in Unity, but I do have plans to use this prototype for a full game.

  • Just a heads up, seems like r65 fixed this, had to change the collision boxes back to the old way so it would stop freaking out.

    Still, there is some minor blurriness present sometimes, and it still janks up occasionally. Someone should do a good retro platformer tutorial.

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