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Thread: Tile based platformer sticking

  1. #1
    Peasant
    Join Date
    Jun 2007
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    Germany
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    6

    Default Tile based platformer sticking

    Howdy new here, have a question.

    I have hacked together a file with the basic direction I want to go.

    My problem is the player entity keeps getting hung up on the seams between floor tiles. Is there a trick to making a seamless floor other than "use larger tiles".

    I have thought perhaps if I round the corners on all of the tiles, but well, I am hoping I am just missing something simple.
    Last edited by Mofy; 06-05-2007 at 03:39 PM.

  2. #2

    Default

    Hi =)

    Looks like you have same problem as me. I described it in this topic. Are your player stick in both directions or only when run to the left?(in my case player stick only if run to the left direction). As i understand novashell have not fix for this yet and it's bug, because in TreeDemo it was fixed in very weird way(look to the collisions of small tiles in Main_Inside map).

    Regards,
    Rrrichi

  3. #3
    Peasant
    Join Date
    Jun 2007
    Location
    Germany
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    Default

    I have it in both directions. Double broken

    Odd, if I raise the density of my player up it happens less. (powers over them?)
    Looks like I am off to tear into the tree demo again. Meh!

  4. #4

    Default

    Actually i think that solution that provided in TreeDemo is not the real solution because if you will use it, your character will not stuck but will fly one pixel above the floor. I think better pray to Seth then maybe he will fix it =)

  5. #5
    Peasant
    Join Date
    Jun 2007
    Location
    Germany
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    Default

    I rounded my tiles a bit, and my player doesn't float, or stick. If yours does you could (i believe) shift your graphic down a pixel. They are independent no? Then if collision detection gets too sloppy, you can shrink the collision box 1 pixel (off the top). Besides how often do you get hit on the soles of your feet

    It's a bit of a hack, but it works.
    Last edited by Mofy; 06-05-2007 at 03:38 PM.

  6. #6

    Default

    Ugly hack but should work. I will not use such hack in my game, will wait for bugfix for this.

  7. #7
    Administrator Seth's Avatar
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    Jul 2002
    Location
    Japan
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    5,345

    Default

    The hack I used to avoid "snags" in the treeworld demo was to make even the square bricks actually very slight "hills". (5 points of collision instead of 4) (Turn snap OFF while doing this!)

    Notice that the player also needs a certain shape (tapered at the bottom) , otherwise he'll snag on blocks vertically.
    Last edited by Seth; 06-05-2007 at 11:36 PM.
    Seth A. Robinson
    Robinson Technologies

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