Player can�t jump on floating platforms.

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  • I have these floating platforms, but there?s a problem.

    Each time the character is on them, it?s super hard to jump off. Only when the platform reaches its vertical end it?s possible to jump, but still, only for a very short little moment.

    I?ve checked the collision polygons, but the problem?s doesn?t seem to lay there.

    This only happens with vertical movement. On horizontal, it?s works fine.

    Here?s the Capx.


  • Seems like the character got stuck with the platforms.

  • yes, it seems like the gravity puts the player inside the platform.

    Initially I thought it was because the Collision Polygons, but it�s not. Even when I set a square frame it won�t work.

  • thats a pickle, i think its both, gravity puts it in and when going down, it looses a bit off that gravity + maybe a bit of lag on the objects moving seperatly, hmmm

  • ah, vtrix the great comedian :P

    A pickle for a noob, like me, is a colossal mountain to win over lolol

    I understand what you say and most of the times my logical thinking is kinda right, the problem is to �translate� and to apply it on the C2.

    It�s there where all big problems appears.

    Is it possible for you to kick in on this capx?

    thanks :)

  • no <img src="smileys/smiley4.gif" border="0" align="middle" /> its really a pickle!, dont know how you would fix it, really!

  • You're killing me <img src="smileys/smiley11.gif" border="0" align="middle" />

  • hey, im a noob 2 youknow :) ask ashley!

  • get real! :P

    you're making fun of me :)

  • no im not, i really cant help with this, i think its inherent off the platformbehavior, because of the gravitysetting, maybe someone else can give you help, or try asking Ashley what he thinks

  • Oh, thanks :)

    I really thought you were kidding :)

    no biggy, I'll substitute those platforms with a static and the player has to jump LOL

  • You need to manually move the platform so the player can be moved with the same amount as the platform.

    Here's one way to do it using a dummy sprite. The motion is applied to the dummy sprite, then if the player is overlapping the platform move the player with the change of the dummy's position and then move the platform to the dummy's position.

  • R0J0hound

    I've seen that you're solution has done the trick, but tomorrow I'll have to study exactly why. Looking at your code I didn't got the see well, but it's late.

    Many thanks :)

  • R0J0hound

    glad you found a solution for this, i do ask myself if this is an engine malfunction or platform issue that can be fixed or there is simply no other way to make this work

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  • R0J0hound - I believe I've come across the same problem...but it's while going down slanted platforms where I've adjusted the collision polygon. I thought perhaps it was that BRIEF tick of time where the character box is dropping from one pixel height down to another, but even increasing gravity to lessen the theoretical time in the air falling, pressing the jump key seemed to lock him to the platform...much like AngeloFernandes noticed, it wasn't until the end of the platform did the character jump.

    If I'm reading your Event sheet right, you're telling C2 to position the Y of the player at its last position before there was an overlap with the platform's collision polygon...correct?

    Can you also explain to me the dummy --> pair=platforma.pair Event condition? I don't get what's going on there.

    Thank you!

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