I have been working on a platformer game for a while and come back to an issue, which has been annoying me for a while.
I have 2 players each with around 8 animation objects with their own animations or about 9 frames each.
I have a couple of issues.
1. Sometimes when I am jumping through an object such as a tree branch, the player does not always get to the top of the collision points set on the branch and then appears to be hanging halfway. I jump again and then he is on top as expected.
2. When I am walking off an object, the player can sometimes appear to be just hanging in thin air or sort of slide down to the middle or bottom of the object he is standing on.
I thought it may have something to do with my collision polygons, but I have checked them all on each animation and frame and they are "close" to being the same. They have to differ to some degree as a run animation is wider than an idle animation etc.
I have seen somewhere on a different gaming platform the use of a feet object and was wondering if this is what I should be looking at instead, meaning that perhaps I should be creating a container with a player object, pin feet to the bottom of it, then pinning my character ontop?
Do I need to do this or is there something I am missing with just a player object and the character pinned to the top?
Below is the collision polygons and what the character is doing. The players box which the character is pinned to has the same polygon collision points set as the character. The bottom 2 images show that the playerbox is hanging in thin air and then that the player seems to be in the object also. I have tried messing with the collision points to no end and seem to keep getting a similar result. I have also made the collision polygon on the object that he is standing on a single line, thinking it may be 2 wide, but this had little to no change.