Game Development Community

Collision to the ground too soon

by Abdullah Hamed · in TGB Platformer Kit · 10/29/2008 (9:21 am) · 7 replies

Hello,

I have a probelm after creating my own actor to be controlled with my own animation.

animation seems to work fine, but i noticed that when i jump collision to the ground happned early, like someone just pulled the character down when he almost reached the ground. doesnt seem the happen with the dragon, just my character.

tried playing with some paramerters in the actor object and so on, but no luck.... any ideas how to fix this?

#1
10/30/2008 (1:25 am)
Abdullah, there are two main points of call with this kind of problem:

1. The bottom most collision point on your actor,
2. The ActorBehavior parameter: GroundCheckThreshold

If I were you, I would attempt to manipulate the collision poly of your actor before changing the GroundCheckThreshold too much. If the actor is falling at great speeds, he may not detect a platform below his feet until he is inside it, which means he'll miss it completely. This is why there is a small threshold to ensure that all platforms are detected, no matter how fast the actor is falling.
#2
10/30/2008 (1:43 am)
Well, i have worked with these 2, it still feels like i am being pulled down when the character is almost to the ground but not there yet, i am trying to upload the project files if you would like to see what i am talking about.

the poligons are up to his neck now, took it back to normal ha ha. and the threshhold is soooo small. (0.001) it got better but i still feel like the character is not smoothly transitioning from being in the jump to idle, or to run

i think its a problem of animation.. dont you think so?

what other ideas are there?
#3
10/30/2008 (1:48 am)
The files could be found on www.magiccarpetproject.com/stick.zip should be uploaded in less than an hour
#4
10/30/2008 (3:35 am)
Thanks, I'll try to take a look at them soon.
#5
10/31/2008 (12:42 am)
Abdullah, I think the problem is to do with your jump animation. The actual position of the character in that animation is much higher in the frame than it is when the character is on the ground.
#6
10/31/2008 (12:54 am)
Just to demonstrate:

img505.imageshack.us/my.php?image=test00079gc4.png
The actual object moves down 18 pixels but the change in animation appears to cause a significant jump between frames.
#7
10/31/2008 (1:09 am)
Oh yeah, i havnt noticed that, sheesh. alright thanks.

if i had another problem, would you mind if i asked you again for help?

Abdullah Hamed