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If someone could help me!

PostPosted: Thu Aug 05, 2010 9:54 pm
by RippeR7420
There are a few glitches I cant seem to fix:

Player glides and\or sticks to wall?

If youre holding right(running) and you push left, then release, He glides backwards?

Please help!


-RippeR


(any feedback would be gladly appreciated) :P

Re: If someone could help me!

PostPosted: Fri Aug 06, 2010 12:16 am
by RippeR7420
The coding in my game isn't the same as one in that tutorial..

Could you take a look at it and see if its possible to fix it with the coding Im using?

wall stick

PostPosted: Fri Aug 06, 2010 12:27 am
by krenisis
Ok your wall sticking problem is you put collision on any side of.
Here you go
1) click on your player actor
2)click on collision
3) click on any side of ........ change it to right or left side
4) click on the repeat while colliding change to a yes
5) click on add action// script editor
6) type this code in the script editor

yvelocity=-8;

That will make sure you dont stick to walls.

Re: If someone could help me!

PostPosted: Fri Aug 06, 2010 12:51 am
by RippeR7420
I tried everything you told me Krenisis and He Either sticks or the wall becomes an elevator?

Sorry If Im being a pest in anyway!
I just really want to know how to fix these kind of problems :)

Re: If someone could help me!

PostPosted: Fri Aug 06, 2010 2:45 am
by jimmynewguy
Use this basic method made be pyro for collsions
Collision->top side->ground->with repeat yes
Code: Select all
double mem = xvelocity;\\holds the current xvelocity
if(yvelocity >= 0)//if your falling
{
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_CALCULATED_MASS, 1.000000,1.000000, 0.000000, 1.000000);
xvelocity = mem;//reset the xvelocity so you don't glitch up
jump=1;//reset jump variable
}

Collision->bottom side->ground->with repeat yes
Code: Select all
double mem = xvelocity;
if(yvelocity < 0)//check if moving up
{
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_CALCULATED_MASS, 1.000000,1.000000, 0.000000, 1.000000);
xvelocity = mem;
}

Collision->left or right side->ground->with repeat yes
Code: Select all
double mem = yvelocity;
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_CALCULATED_MASS, 1.000000,1.000000, 0.000000, 1.000000);
yvelocity = mem;

as for moonwalking you'd have to show me the .ged so i can see how you have it set up, and make sure you are using xvelocity and yvelocity when moving the actor instead of just chaning the x position (xvelocity=3; instead of x=x+3; or x+=3;)