this doesn't work, in the website and the downloaded version? It seems self-explanatory, but ask for any info.
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I ran across the same problem in Zombie Survival. The reason why this is happening is because sometimes, when your sprite moves back from touching the wall, it's still touching the wall, so it moves to the edge of the screen. The reason why it still might touching the wall is because the opposite of its velocity wouldn't get it off of the wall, though this is only true some of the time. I could try to fix it if you need me to.
Last edited by ErnieParke (2012-10-19 19:28:43)
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ErnieParke wrote:
I ran across the same problem in Zombie Survival. The reason why this is happening is because sometimes, when your sprite moves back from touching the wall, it's still touching the wall, so it moves to the edge of the screen. The reason why it still might touching the wall is because the opposite of its velocity wouldn't get it off of the wall, though this is only true some of the time. I could try to fix it if you need me to.
Can you fix it? Thanks!
Darn 1.9013e-8 century rule.
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Firedrake969 wrote:
ErnieParke wrote:
I ran across the same problem in Zombie Survival. The reason why this is happening is because sometimes, when your sprite moves back from touching the wall, it's still touching the wall, so it moves to the edge of the screen. The reason why it still might touching the wall is because the opposite of its velocity wouldn't get it off of the wall, though this is only true some of the time. I could try to fix it if you need me to.
Can you fix it? Thanks!
Darn 1.9013e-8 century rule.
I fixed it!
(link to project)
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Also, is you want me to, I could make the wall collision better/smoother, though that would require trigonometry.
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ErnieParke wrote:
Also, is you want me to, I could make the wall collision better/smoother, though that would require trigonometry.
Can you do that? It seems too glitchy, and this is what I'm trying to simulate.
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Firedrake969 wrote:
ErnieParke wrote:
Also, is you want me to, I could make the wall collision better/smoother, though that would require trigonometry.
Can you do that? It seems too glitchy, and this is what I'm trying to simulate.
Oh... I was thinking of platformers at the time. I'll edit the project tomorrow.
Last edited by ErnieParke (2012-10-19 21:35:36)
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Firedrake969 wrote:
Darn 1.9013e-8 century rule.
I called it the 60,000,000,000 nanosecond rule once
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Molybdenum wrote:
Firedrake969 wrote:
Darn 1.9013e-8 century rule.
I called it the 60,000,000,000 nanosecond rule once
All credit goes to you. I copied your idea. xD
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Firedrake969 wrote:
Oh. Just majorly revamped it.
You know that all of that revamp was completely unnecessary? Anyway, I just updated the project to make the eyes more realistic.
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Firedrake969 wrote:
Molybdenum wrote:
Firedrake969 wrote:
Darn 1.9013e-8 century rule.
I called it the 60,000,000,000 nanosecond rule once
All credit goes to you. I copied your idea. xD
GLaD I didn't get the 1.113×10^45 Planck time rule this time.
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