Platformer Issue
by James Peter Fayette · in Torque Game Builder · 09/05/2013 (11:20 am) · 6 replies
Hello, Torque community! Welcome to another episode of "I screw up the simplest bit of script and ask you to unscrew it!"
Anyway, today's issue is in another simple platformer I've been constructing in TGB 1.7.6 (I couldn't get 1.8 woring on windows 8.) When the player jumps (by setting the Y velocity to a negative value) the jump peaks at a predictable point, about 25 units up. However, if the player is pushing up against a wall, gravity still functions, but a good deal less, allowing the player to jump to an unpredictable height between 30 and 50 units high. A .zip of the project can be found here.
Anyway, today's issue is in another simple platformer I've been constructing in TGB 1.7.6 (I couldn't get 1.8 woring on windows 8.) When the player jumps (by setting the Y velocity to a negative value) the jump peaks at a predictable point, about 25 units up. However, if the player is pushing up against a wall, gravity still functions, but a good deal less, allowing the player to jump to an unpredictable height between 30 and 50 units high. A .zip of the project can be found here.
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#2
09/06/2013 (12:09 am)
I already had that set on the player object. adding it to the other objects mounted to the player object, as well as the ground tiles, had no effect.
#3
09/06/2013 (6:13 am)
Have you tried sceneObjects rather than plain 'ol static sprites? Maybe you should assign "wall friction" or something to the objects onAddToScene.
#4
09/06/2013 (9:35 am)
why would a sceneObject behave differently from a static sprite?
#5
09/06/2013 (2:00 pm)
After an hour and a half of rampant experimentation, I have solved this issue. Thank you for the assistance.
#6
09/06/2013 (2:17 pm)
Glad to hear it! Would you mind telling us how you did it?
Torque Owner Richard Ranft
Roostertail Games
and see if that helps.