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After struggling with it for a pretty long time now... (it gave me a bad time ) Twilight can climb slopes (and even stairs! ), so the world doesn't have to be blocky anymore.
It's still a work in progress, as I also need to make Twilight descent gently when going down, so that she doesn't constantly lose contact with the ground, successfully preventing her from jumping, which may be irritating (see Twilight when she's descending from the left side to see what I mean). That happening on the right side (stairs) is fine, it's about the smooth curves, where catching the right moment for jump is really hard and simply annoying.
Eh.. The code for all of it is pretty confusing already, I constantly bump into some glitches here and there. Tried to do one thing, had to modify few other to make it all work together properly.
What kind of bugs you may ask?
These kind of bugs:
Shattered Harmony Speedrun any % confirmed
It's all fixed now, but finding the problem was not an easy task. I was suspecting many things that seemed obvious, but it turned out, that apparently even though she didn't actually collide with the wall, she was so close to it, that it was counting her as standing on the ground, hence vertical_speed being not affected by the gravity and going up. On top of that, there was another tiiiiiiiiiny difference in maths, which ended up making her gently get stuck in the corner, launching her to the other wall due to some mechanics for precise collisions I've put. Today I discovered in the manual, that there are read-only instance properties, that basically tell where the hitbox edges are and I, like a complete moron was doing it manually, counting the pixels from the origin of the sprite on my own. It all was correct, but apparently there were tiiiiny differences between read-only variables and my maths after rounding stuff up, resulting in weird behavior. Now it all bases on the same variables, so it's 100% accurate now.
I hate collision stuff.