Interpolate for platform movement, causing me some issues....

SparkyidrSparkyidr Member Posts: 2,033
edited November -1 in Working with GS (Mac)
Ok. so.

I have a platform actor, that I am using interpolate to move up and down (thanks to Darren's cool video from a while ago)

And I have a player actor who I want to "ride" said platform.

it...kinda works if I have the platform set to non moveable...but I need it to be moveable to detect collisions, so that I can jump from it etc.
(if it's set to non moveable, my actor seems to only be able to jump when the platform is going down, not up...

aaaanyways

With the platform actor set to moveable I get this :



As you can see... there are 2 issues here.

1. When the platform is moving up, my player actor kinda goes through it a bit. (platform density is 100000, player actor density is 0 (just as an extreme test)
2. When the platform is moving down, the player actor kind bobbles down rather then riding it down.

Is there a better way to do this? without resorting to constraining the player y value to somewhere above the moving platforms y value etc?

I also have left to right moving platforms in the game using the same techniques, and those work just fine.

I have seen in Darren's v2 platformer template video he has lifts and stuff working far better than I have there...but that's not out yet right?

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    try raising the density on the player, and raise your gravity a little
  • SparkyidrSparkyidr Member Posts: 2,033
    Nah. Upping the player density helps the bouncy motion on the downward movement.
    But makes the going through the platform problem worse obviously.

    Plus, it doesn't actually stop it from happening.

    I'm not using gravity, but acceleration downwards on the player actor.

    Upping that, again, helps a little...but also messes up the way my guy controls...which I have worked pretty hard to get feeling right.

    :o(
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Have you tried slowing down your platform movement. or increasing the speed of you accelerate up or what ever you are using for your jump it may just be the platform is moving up faster than your guy is jumping up.
  • SparkyidrSparkyidr Member Posts: 2,033
    Yeah. having slower platforms deffo reduces the negative effects...but I have to have them interpolating reeeeeeealy slow for it to look not too noticeable. so not really workable in the real world.

    Also.. Tried upping my "fake" gravity. Have set it to double, and still looks just as bad to be honest.

    If I change the movement of the platform to a move-to command, it's much better, but I obviously lose the cool ease in/out that you can have with interpolate.
  • SparkyidrSparkyidr Member Posts: 2,033
    Another strange thing with the move.to

    I have it going up and down using it, much like I had interpolate (although less cool looking), and it works.

    but then sometimes I will be jumping around on it just to test it out, and it will get to the top of it's motion and just stop :o(

    I'm assuming it might be overshooting it's destination or something...

    I hate move to.. always been a bit flakey for me.
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