I was wondering if it was possible to actually create collidable declined surfaces like Hills, stairs etc? There is no way of rotating the collision box for the tiles, so I was wondering if it was possible, maybe with the use of aditional gadgets? any replies would be great !
is it possible to create Declined/Inclined surfaces? Jumping action Platformer
#1
Posted 20 August 2010 - 07:05 AM
I was wondering if it was possible to actually create collidable declined surfaces like Hills, stairs etc? There is no way of rotating the collision box for the tiles, so I was wondering if it was possible, maybe with the use of aditional gadgets? any replies would be great !
#2
Posted 22 August 2010 - 02:56 PM
It's not possible because to export to XBOX and Flash make it incompatible with the EXE source, many developers tried nobody has success, I'm talking about EGM, IGM, Yoyo, GM, etc... But, you can work with a workaround, where you use the smallest tiles and with the gadget using different parts to detect the ground, like "legs". See the image and learn by your own way how it work.
Attached File(s)
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Flops.png (36.51K)
Number of downloads: 6
#3
Posted 22 August 2010 - 03:26 PM
Gabe, on 22 August 2010 - 02:56 PM, said:
It's not possible because to export to XBOX and Flash make it incompatible with the EXE source, many developers tried nobody has success, I'm talking about EGM, IGM, Yoyo, GM, etc... But, you can work with a workaround, where you use the smallest tiles and with the gadget using different parts to detect the ground, like "legs". See the image and learn by your own way how it work.
Thx for th reply
It sucks that something so simple, can cripple the engine this way. It is good for stairs, however it would be inadecuate in a declining smooth surface like a hill. Ill tinker around with it for a while and see what I come up with. If not, ill have to stick with tourque 2d( Really trying to avoid writing script / code )
Thx!
#5
Posted 23 August 2010 - 02:41 PM
Gabe, on 23 August 2010 - 02:20 PM, said:
Cool, will do
#6
Posted 13 September 2010 - 11:51 PM
#7
Posted 13 November 2010 - 03:21 PM
hyrulian, on 13 September 2010 - 11:51 PM, said:
woah wait a minute, this guy seem to have done it:
#8
Posted 13 November 2010 - 04:18 PM
hyrulian, on 13 November 2010 - 03:21 PM, said:
Great Find! Hopefully hell point us in the right direction
#9
Posted 13 November 2010 - 05:51 PM
I never heard if it was successful or not, but it might be worth a shot.
Keep us posted! I think a lot of IG Maker users would love to have slopes.
#10
Posted 14 November 2010 - 10:43 AM
crayonbako, on 13 November 2010 - 05:51 PM, said:
This guy did the stair like SmilieBoom sample games, using the collision settings to detect the gadget and making him go up one squase, with smooth movement. But it don't work in flash, so, if you use this situation, be sure for what you would export.
He is Brazilian and I teach him how to do that stair, he did it just setting the upper and right Collisions on the tileset settings.
Attached File(s)
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stair.png (147.49K)
Number of downloads: 8
#11
Posted 14 November 2010 - 02:27 PM
telles0808, on 14 November 2010 - 10:43 AM, said:
He is Brazilian and I teach him how to do that stair, he did it just setting the upper and right Collisions on the tileset settings.
LOL! I guess sometimes one just overthinks some stuff. Very good to see how to get around it, thx!
#12
Posted 29 December 2010 - 06:04 AM
How do you get the player gadget to detect the 'floating' wall above him? My player gadget just runs into the wall directly in front of him rather than hitting the ground above. Is there something I'm missing?
#13
Posted 29 December 2010 - 09:14 AM
crayonbako, on 29 December 2010 - 06:04 AM, said:
How do you get the player gadget to detect the 'floating' wall above him? My player gadget just runs into the wall directly in front of him rather than hitting the ground above. Is there something I'm missing?
Dont know what you mean, but just incase look at this diagram:
Attached File(s)
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collision workaround.jpg (135.79K)
Number of downloads: 7
#14
Posted 29 December 2010 - 02:06 PM
That is, he keeps walking right as if he's bumped into a wall, but doesn't get pulled up by the wall on top.
#15
Posted 30 December 2010 - 05:09 AM
#16
Posted 30 December 2010 - 07:20 AM
And yes, this seems to happen regardless of tile size (I've tried 8x8, 16x16, and 32x32, all with the exact same results).
Disabling the wall around the side tile seems to fix this.
I have no idea why my project is doing this, as obviously no one else has this problem. ???
Anyways, thanks for everyone's help.
#17
Posted 03 January 2011 - 12:50 PM
Well, like I said, change the collision box, it's on Animation Tab.
You need a collision box 2 times bigger than the tile size. And, if possible, don't change the collision box size, alignment, position, etc in all the animations of one character.
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