Scirr_789's Forum Posts

  • 4 posts
  • Can anyone help with these issues?

    1) 8 direction occasionally randomly stops just before wall, leaving a visible gap. The player will expect to stop at the wall every time

    2) Similar with platformer. Moving left or right, sometimes the player stops short of the wall.

    I've tried everything, adjusting hit boxes, turning pixel rounding on and off, changing acceleration and deceleration, and events to move the player one more pixel--also google and searching similar topics on this forum. Nothing seems to get it to work smoothly every time.

    I think pixel rounding setting may help with the platformer walls somewhat. But can't figure out what to do for 8 direction. And I am still not sure what to do for platformers.

    Is there any definitive help on these issues.

  • The test seems to indicate that the problem is with my keyboard.

    When "A", "left," and "up" are down simultaneously, it shows that 3 keys are down.

    But when "A", "right," and "up" are used, it shows that only 2 keys are down.

    It's a simple Dell keyboard that came with the desktop computer.

    I've had this problem with trying a basic 8-directional type game as well. It would be nice if there were some guide to know which keyboards/control setups won't work for basic gaming with simultaneously pressed keys.

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  • Thanks, I’ll try that keyboard test. Are there particular brands or types of keyboards to use for gamedev/play testing? I’m guessing controllers are more reliable, whether a basic Logitech or Xbox controller, etc.

  • https://drive.google.com/file/d/1yeiMiXrGXnp1VPr2jGjq1b0eCzbfLKnu/view?usp=share_link

    The player has default keyboard controls so left and right to walk, and up to jump.

    When "A" is held down, the platformer max speed increases. However, when the player is running, it only responds to jumping when running left. If the player is running to the right and jump is pressed, the player won't jump.

  • 4 posts