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Mar 28 2007, 01:31 PM
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#1
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Teh Coder Group: Members Posts: 1,053 Joined: 18-April 06 From: Australia Member No.: 12,833 |
Hello, I have been following along with the tutorial here:
http://www.kirupa.com/developer/mx2004/platform_game.htm I am basically at the point of having the ball/character fall onto the blocks within the ground/platform movie clip, movie left and right, jump up and down etc. So far this is all very good, except for one very annoying thing lol, which has pretty much halted me from continuing any further (heck I even tried searching google for the lats couple of hours but can't find any relevant hits to my specific case). If anyone has followed this, understands it's method of play and collision detection or has followed this before will more than likely know my problem, which is: When the ball/character jumps/falls onto a block, the collision detection is quite random, sometimes it falls a bit too far above, sometimes exact, sometimes inside (I move the balls movie clip point upward so the crosshair was below the image for somewhat better detection). Does anyone have a solution for this? I know I could create singular platformed objects and test them individually using the old basic co-ordinate checks, but being able to have multiple platforms of the same type all sitting in the same movie clip and all subject to the exact same collision call is extremely usefull and removes alot of bloated code. Any help is greatly appreciated! |
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Apr 14 2007, 06:37 PM
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#2
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Member [ Level 2 ] Group: Members Posts: 63 Joined: 28-August 06 Member No.: 15,585 |
Hello, I have been following along with the tutorial here: http://www.kirupa.com/developer/mx2004/platform_game.htm I am basically at the point of having the ball/character fall onto the blocks within the ground/platform movie clip, movie left and right, jump up and down etc. So far this is all very good, except for one very annoying thing lol, which has pretty much halted me from continuing any further (heck I even tried searching google for the lats couple of hours but can't find any relevant hits to my specific case). If anyone has followed this, understands it's method of play and collision detection or has followed this before will more than likely know my problem, which is: When the ball/character jumps/falls onto a block, the collision detection is quite random, sometimes it falls a bit too far above, sometimes exact, sometimes inside (I move the balls movie clip point upward so the crosshair was below the image for somewhat better detection). Does anyone have a solution for this? I know I could create singular platformed objects and test them individually using the old basic co-ordinate checks, but being able to have multiple platforms of the same type all sitting in the same movie clip and all subject to the exact same collision call is extremely usefull and removes alot of bloated code. Any help is greatly appreciated! You should slow down the gravity speed and speed up the fps. To change the frame speed just right click and change the properties. |
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Apr 15 2007, 01:41 AM
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#3
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Teh Coder Group: Members Posts: 1,053 Joined: 18-April 06 From: Australia Member No.: 12,833 |
Yeah of course, I always have it at 30 FPS.
I'm familiar with Object Pascal/DirectX programming so I'm not new to concept such as frames per second, depth, collision detection, enemy AI etc. Mostly just grasping how flash and actionscript goes about things. |
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Nov 11 2007, 07:20 AM
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#4
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Newbie [ Level 1 ] Group: Members Posts: 0 Joined: 1-November 07 Member No.: 25,869 |
was following that tutorial for a while, but then the code he gave me had unexpected errors.
I pasted the exact code over and over again, but it always had a syntax error. do I need to get a new flash program? |
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Jan 9 2008, 01:20 AM
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#5
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Newbie [ Level 1 ] Group: Members Posts: 0 Joined: 1-November 07 Member No.: 25,869 |
I have seen that tutorial before, but I have not analyzed how the code is structured... But the way that I make sure that things stop on the places that I want it to is to basically check if the object will pass the point which I wish for it to stop at, if it does I make it go directly to the place which I want it to...
So what I do is create an if with the calculation, yes, I know it's a bit redundant but it works better than adjusting fps values and such... Here is an example: If(ourCharacter._x-walkSpeed < 0){ ourCharacter._x=0; } It could probably be used in conjunction with hittests... Just a question of trying it out. |
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Mar 8 2008, 11:00 PM
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#6
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Newbie [ Level 1 ] Group: Members Posts: 0 Joined: 1-November 07 Member No.: 25,869 |
Answer
Flash 8/actionscript 2, Platform Game (little Help). Well my conclusion is that it is a glitch. If you notice on the game hes made even that has collision detection problems. Youve made no mistake its just not a very good way to make the game. Soz who made it but it isnt. -reply by rosssss |
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Apr 28 2008, 06:37 PM
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#7
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Newbie [ Level 1 ] Group: Members Posts: 7 Joined: 25-April 08 Member No.: 30,011 |
platform games are low graphics as you can clearly tell umm at this point i dont know what to tell you.
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Jun 13 2008, 06:48 AM
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#8
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Newbie [ Level 1 ] Group: Members Posts: 0 Joined: 1-November 07 Member No.: 25,869 |
Change path of Shared Object
Flash 8/actionscript 2, Platform Game (little Help). Can anybody tell me how to change the path of shared object default path to any D or E drive.. E.G : Default path like C:\Documents and Settings\TempName\Application Data\Macromedia\Flash Player\#SharedObjects\D8F43EBD\localhost\Temp\Flash1.Swf to D:\Sample Plse reply Thank you -question by Harish |
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