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Haha, found a bug.
It is related to collision box, because it is different when you're crouching-- so I can imagine how Twi ends up in a wall when standing up while holding the key for opposite direction.
I think it can be fixed by just changing the order of code- first changing collision box, then movement, not the other way around (didn't think of it before)
. Gotta do that later. Either way, it's a pretty interesting result. I'm wondering if the game would freeze in an endless loop if there wouldn't be any wall on the other side.
I guess Twilight can teleport? So that's normal I suppose!
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These collisions always were a sensitive subject.
Yep, yep, it is wider; as I said
QuoteIt is related to collision box, because it is different when you're crouching
Now if you'll duck near a wall then stand up while holding the key for opposite direction, she'll end up having her flank in the wall before the collision box changes, which makes the game think, that in that single frame she is stuck, thus forces it to unstuck her from that wall-- However, she hits the wall with her flank, which is something, that should not happen in normal circumstances, which is why it kinda behaves in reverse- throwing to another wall. .. I guess.
I'm pretty sure the words I marked in red are the source of the problem - I didn't think of it before, it is really important to update the collision box before checking for collision. My fault- I ordered the code wrongly.