Changing self.positionX seems to screw up collisions! Ideas????

scitunesscitunes Member, Sous Chef Posts: 4,047
edited November -1 in Working with GS (Mac)
I am trying (emphasis on trying) to make a doodle jump style game. I really do not want to have to layout a bunch of levels by hand (I'm too ADHD!) so I have tried and seem to have failed at two attempts.

1)
I was so proud of myself when I created a system of spawned platforms and I used a game attribute so that only when the player jumps the platforms will move down at a rate of negative whatever the jumper's jump speed is. So it looks like the platforms are not moving - you're just jumping. It looked great and I could use random and game attributes to make the platform placement interesting and increase the difficulty as play goes on. Well, it seems that GS still has not gotten the collision system down yet (at least not perfectly). My jumper would accelerate 90 to scene about 90% of the time it landed on a platform - so close, but so frustrating for the player 10% of the time that I just can't put a game out until the collisions work 100%. There is no rhyme or reason to it so I am assuming that the system of moving the platforms down with the upward movement of the jumper is just too taxing on the GS game engine.

2) Created one tall scene with platforms that change when you reach the top of the scene. The idea here was to turn on both X and Y wrapping so that when you reach the top you overlap with an actor that triggers a game boolean attribute so that all the platforms change their X position to a random spot. I also have some actors that get destroyed when you reach the top so that the game gets harder and harder each level. I was thinking that when your player reaches the top and then "pops" out of the bottom again (due to Y wrap being on) that the platforms would all be in a new place and life would be grand. But, the platforms are in the right place, yet my player collides with invisible spots on the screen that seem to be where the platforms were in the begging not to where they moved to! WTF!

Any ideas? My goal is to have the game be random, get harder as you play, WITHOUT me having to create a whole bunch of scenes.

I'm hoping some other lazy GSer out there will understand where I'm coming from and help a fellow couch potato out!

Comments

  • rebumprebump Member Posts: 1,058
    So the logic in the platforms that triggers their change in position upon reaching the top...it is wrapped in some logic of a variable being set upon reaching the top I would assume? Have you tried wrapping the platform reposition logic in an intermittent timer to force a re-run of it periodically?

    I'm still seeing instance of where logic you think should be evaluated is not evaluated consistently. Timers almost seem to be a band-aid for many issues.
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