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r148 Jump-Thru Platform Bug (slopes)

  • Link to .capx file (required!):

    pixelmetal.com/temp/sombrero_test_01.capx

    Steps to reproduce:

    1. Approach jump-through tile from left and at a greater y position, travelling up-slope

    2. Fall through

    3. Rinse, repeat

    Observed result:

    Falling through jump-thru platforms when approached from below (great y position) and to the left, and going up a slope.

    Expected result:

    Not to fall through jump-thru platforms. This error only occurs when approaching a jump-thru platform from the left and at a greater value, and when travelling up-slope.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win7 latest

    Construct 2 version:

    r148 beta

    @Ashley

    This is a bit of a game-stopping bug, and previous mentions in the forum always mention the issue as noted/fixed, but that doesn't seem to be the case.

  • I've put up a copy to test here:

    site.digital-soapbox.com/temp/sombrero

    You'll notice some weirdness in the way the walking sound & particles are triggered, even though the action that control it are very simple. Walk to the right, it works properly. Walk to the left, and it only triggers half the time. Maybe it's a collision problem connected to the falling through issue with the Jump-Thru behavior?

    Here's the code:

    <img src="http://site.digital-soapbox.com/temp/sombrero/collisionissue_01.jpg" border="0" />

    It just checks for a collision, then triggers the sound & particle effect - there's no reason it should be different depending on which direction you're moving that I can tell.

  • Over 600 views and not a single reply? Hmm.

  • There is only 1 person that can reply in a useful manner if this is a bug... so 600 folks seeing it doesn't really do much for you.

  • Your project uses third party plugins. Please follow the bug report guidelines and re-submit a minimal .capx that does not use any third party code.

  • Ashley

    The 3rd-party plugins (Canvas, TMX Importer, Mgaicam) are required for the project, as all sprites are placed based on an tilesheet .tmx file. If the .capx gets any more minimal, it will not function at all. These 3rd-party plugins in no way affect collision detection, however.

    The issue with jump-through is also clearly visible in the example HTML5 export provided.

  • digitalsoapbox

    Construct now has its own tile map editor so its probably best to switch over to the official plugin since your only making a platformer (it doesn't support isometrics,etc..). Also the reason why Ashley is asking to remove the third party plugins is mainly due to the point that you would have to download them just to run your capx, which is kinda bothersome. Also wouldn't it have been alot easier to just form the platforms in a paint tool then just place it on the canvas instead of using a 3rd party tmx plugin? Also with programs like tiled your able to export the .tmx file into a .png then just import that into construct2. You will still save on memory usage, if that's what your worried about in the first place.

  • digitalsoapbox

    Construct now has its own tile map editor so its probably best to switch over to the official plugin since your only making a platformer (it doesn't support isometrics,etc..). Also the reason why Ashley is asking to remove the third party plugins is mainly due to the point that you would have to download them just to run your capx, which is kinda bothersome. Also wouldn't it have been alot easier to just form the platforms in a paint tool then just place it on the canvas instead of using a 3rd party tmx plugin? You will still save on memory usage, if that's what your worried about in the first place.

    I understand the concerns with using third-party plugins, but they also extend the functionality of the core software, which is why lots of programs support them. The built-in tile editor doesn't have the featureset I require for my purposes, and using plugins/external software in any development is pretty normal. I'll make up a simple example that shows the issue as well, as the issue is not inherent to any plugin usage, if that's the only way to get the issue looked at.

    Using tiles significantly reduces level build times and, with smart use of pre-comping tiles that are just graphics onto one Canvas object that can have its resolution set at runtime based on available memory or user input, memory usage isn't really an issue and not what I'm worried about.

    What I'm worried about is in the first post of this thread, which is that my platform guy falls through jump-through platforms if the collision polygons are sloped and he's approaching from the left and going uphill. I'm also wondering why collision detection seems to be different if the player is moving left or right. These issues will exist even if/after I switch over to the new native TMX importer.

  • The main reason we ask for bug reports without third party plugins is to prove the bug is not caused by the third party plugins, which we can't fix.

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  • Ashley Understood. Appreciate the clarification. Posted a stripped-down .capx in a new thread illustrating the issue:

    scirra.com/forum/r148-jumpthru-platform-bug-slopes_topic79142.html

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