# Physics platform object stubs his toe

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• Okay, someone please explain this one to me...because I'm one confused puppy.

I'm trying to set up a platform game using the Physics behavior to move the character around. I've created two instances of a long, flat surface, and they both rest on the same Y-axis value, maybe overlapping by a couple of pixels at their ends. Pending refinement to the movement mechanics, the character object is moving just fine.

It's properties are set to:

• Immoveable: No
• Uses collision polygon
• Prevent rotation: Yes
• Density = 1
• Friction = 0.5
• Elasticity = 0
• Linear damping = 0.6
• Angular damping = 0
• Bullet: No

For the platform:

• Immovable: Yes
• Uses collision polygon
• Prevent rotation: Yes
• Density: 1
• Friction: 0.75
• Elasticity: 0
• Linear damping: 0.6
• Angular damping: 0
• Bullet: No

When moving left or right, I use the event Apply physics force +/- 20 at image point 0, with the image point being right in the middle of the sprite object.

That's all the relevant stuff, I believe. So, with no rotations going on, the two instances of the platform being on the same Y-axis point, why is there a collision stopping my character from moving when it reaches the beginning edge of the second instance? It should be a continuous flat surface, right? But clearly it's catching on the corner/side of the second instance and unable to move forward.

Anyone have any input, please? Thank you!

• Mess a bit with the collision boxes of your object , I guess that should solve the problem ...

Or maybe give it a Y impulse when you know ...

or is it ... the rotate angle that obstructs it ?

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• Whiteclaws - I'll double-check the collision boxes, but since I did the click-Ctrl-drag-to-copy shortcut on the Layout, it should be the same dimensions for the box. The only thing I can think might be the case is the minute difference in the Y-axis positions for each instance...like, an extra fraction not accounted for in the Properties bar when the platform is highlighted.

And I don't see how the rotate angle could be the case since I have them all set to Off. All my images are drawn as basic rectangle shapes, so no rotation was present at their conception.

Now to check those collision boxes...

• Whiteclaws - I think I discovered my problem. It's not the platforms or collision boxes at all. It's something to do with the initial starting coordinates of my character. I have some text values on the screen for me to track, and I notice that a simple JUMP results in a slightly different Y-axis value for the character's Y-axis position after it lands. After that, I'm able to move freely on the surface as if it was one super-long platform.

Thank you for your replies and suggestions, too! Always good to be thorough and check even the unlikely possibilities.

• yep , I got the same , it's a 1 pixel-hover that appears after jumping , I thought that was fixed ? Ashley ?

• Whiteclaws - Ah, okay. Yeah, when I started it up, I noticed the Y-axis coordinates adjusted ever so slightly, as if my character was falling simply because I supposedly placed him just a few pixels above the platform, and gravity was taking affect. However, I didn't ever actually SEE my character falling in the slightest. I thought maybe it was because I placed him slight overlapping the platform, but I doubt that was the case as I tend to be rather precise when possible...that, and I don't think my character would have been able to MOVE in the first place.

• 6 posts