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GLITCHES!

PostPosted: Wed Oct 07, 2009 8:05 am
by CrimsonTheDarkBat
My new game Sonic : War of the Emeralds is unfortunatly suffering from some glitches that are rather annoying >.>
Firstly, sticky walls are the main problem.
Second, The springs which make Sonic jump up, tend to act "lazy" and sometimes you have to walk out of and back
into the spring to make it work.
Thirdly. When Sonic touches the Exit of some levels the game randomly decides to crash - this only happens
randomly - sometimes the affected levels work fine when you hit the exit.

Please help! I want to get this game patched asap! =[

Re: GLITCHES!

PostPosted: Thu Oct 08, 2009 12:40 am
by jimmynewguy
for the spring make the collision event repeat "yes" and that fixes it. as for sticky walls and crashing exits, i didn't see either. there was no collision for the walls, and no exits to be seen. sorry

Re: GLITCHES!

PostPosted: Fri Oct 09, 2009 7:10 pm
by CrimsonTheDarkBat
Thanks dude for fixing the springs ^^
Oh, and the exits I managed to fix myself ^^
But the sticky walls, it was my fault - I forgot to include the collison in
the file I posted ^^;

The file wont upload for me :( but here's what I've got currently
which results in a sticky wall:

Player ->Collision (Any side of) Wall1 -> Physical Resonse ->
Move (Event Actor Only)
Mass (Use Calculated)
Event Multiplier: 1
Collide Multiplier: 1
Event Actor: 0
Collide Actor: 1

PLEASE HELP ME!!!! D8

Re: GLITCHES!

PostPosted: Fri Oct 09, 2009 7:22 pm
by skydereign
Okay, you will need two collisions if this is tile based. If this is just a wall actor, that will never have collisions from top or bottom skip to the left or right collisions. The first will be top or bottom of your tile actor. This will just hold a PhysicalResponse, like the one you have already. The next one should be for left or right collision with the actor.
Code: Select all
double yvel = yvelocity;
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_CALCULATED_MASS, 1.0, 1.0, 0.0, 0.0);
yvelocity=yvel;


Essentially for the left and right collisions, you are using the physical response to prevent x movement. The reset of yvelocity is to single out the x movement. If you want a demo, I can post one.

Re: GLITCHES!

PostPosted: Fri Oct 09, 2009 7:27 pm
by CrimsonTheDarkBat
Thanks a million dudes ^_^ Finally, my game is more or less glitch free now ^_^