Jumping and hit detection, suggestions?

bladeolsonbladeolson Member Posts: 295
edited November -1 in Working with GS (Mac)
I got a couple of bad reviews about my game Jumpo! Of course that is inevitable to get some bad ones, but I think they made some good points.

I want to improve the triggers of my jumping and hit detection when landing on platforms. It feels a bit weird. Any suggestions on how I can make it work better?

I do want to make it better for the customers, but more because it really could be better if this is fixed.

Thanks.

Blade

Comments

  • chosenonestudioschosenonestudios Member Posts: 1,714
    Heres what I would do, you probably have it so when you "main character" actor hits something else do this, but because you have transparency you probably hit things before you actually hit them. If you go under physics and change your collision object, and you change it to circle that will help a little bit, but if it doesn't work enough heres what you can do. You can constrain your main characters x and y coordinates and make an invisible actor that has their x and y coordinates constrained (to your main character) and you can resize your "invisible" actor to make it more like the size of your main character without the transparency, then just put all your hit rules from the main character to the "invisible" one, bam! your done, instant, almost perfect hit detection, if you just play around with the size of the "invisible" one, you should be able to get it nigh flawless! Good luck!

    -Will
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