I am making a non-scrolling platformer where you can travel quite fast. The player has four hit-detector sprites for up, down, left, and right. The ground is registered as a sprite superimposed over the stage background (because colour sensing makes spriting awkward). But the player is not stopped easily by big nasty walls, and can usually go through them after my scripts debate with themselves a bit. How can I fix this? (Project in question will be posted soon)
Offline
Have you made it so the sprite bounces off the desired object depending on which sensor is triggered?
Offline
lunarman42 wrote:
Have you made it so the sprite bounces off the desired object depending on which sensor is triggered?
Yes, but it still phases through (Sometimes it gets confused and judders left and right). It moves a bit quickly, although I managed to remove that horrible go-up-to-a-wall-and-climb-it bug.
Offline
Is this issue in the project Perihelion (I think) quest? The movement is very glitchy and choppy. I recommend that you seek "expert" advice, because I have not made a perfect platformer myself.
Offline
lunarman42 wrote:
Is this issue in the project Perihelion (I think) quest? The movement is very glitchy and choppy. I recommend that you seek "expert" advice, because I have not made a perfect platformer myself.
Yeah, it's that one. I tried basing it off some other projects but it doesn't work as well.
Offline