A bit frustrated

Stryfe01Stryfe01 Member Posts: 146
edited November -1 in Working with GS (Mac)
I've followed the guide for making an actor jump, and i'm still having issues. When my character jumps, it collides with the jump platform and bounces my actor. It usually upends the character and he ends up with him seeming as if he is floating on his back. Any suggestions?

Comments

  • PhoticsPhotics Member Posts: 4,172
    Physics --> Restitution

    That sets the bounciness of an actor.
  • IgnisIgnis Member Posts: 72
    I haven't seen the Jump Tutorial yet, but a few ideas are:

    1) If you set the actor's "Physics > Fixed Rotation" to "yes", the actor will never rotate... thus, the actor will never "upend onto his back".

    2) Setting the actor's "Physics > Restitution" to "0" AND likewise for the platform will prevent the bouncing effect entirely.

    Maybe that helps, maybe not. Without having viewed the Jump Tutorial or your test game, I can't determine exactly what is happening. Care to publish it to GameSalad.com so we can all see what's happening? Just takes a few minutes to do so...
  • Stryfe01Stryfe01 Member Posts: 146
    I'm about to try the fixed rotation suggestion, but I do have the actors restitution set to 0. For some reason it seems as if I have to close GS for this to get back to normal. I think there is a bug because I realize now that I had changed the collision, tested, and reverted it back to the original. Even after the revert it still bounced my actor.
  • IgnisIgnis Member Posts: 72
    Stryfe01 said:
    I'm about to try the fixed rotation suggestion, but I do have the actors restitution set to 0. For some reason it seems as if I have to close GS for this to get back to normal. I think there is a bug because I realize now that I had changed the collision, tested, and reverted it back to the original. Even after the revert it still bounced my actor.

    Just a quick question... are you sure you're editing the prototype of the actor, and not the individual instance of that actor in the scene? If you are editing the lone instance (changing those Physics attributes) and then later you drag a new actor (from the prototype) into the scene, you'll be getting the old settings from the master prototype...
  • Stryfe01Stryfe01 Member Posts: 146
    I love you guys! It worked, only thing now is that he seems to gain super jumping skills when colliding with the side of the ground platform.

    One last question with this. I have an animation for the jump. it seems to be overriding the timer for the jump. This is how I have it set up.

    actor -- receves event -- spacebar -- is down
    animate -animation- restore image when actor is done (otherwise he freezes mid flip when i release the key)

    timer - for .09 seconds - accelerate up - relative to scene - acceleration 10000

    I've tried placing the animation within a group with the timer, inside the rule. But then it doesn't play the animation.
  • Stryfe01Stryfe01 Member Posts: 146
    @ Ignis

    Yes I'm sure. I was changing the instance of the actor, but I wasn't adding a new actor. Ever since I upgraded to 8.6, I've been having this issue and the scenes taking forever to load/crashing when I make the GS window larger.
  • PhoticsPhotics Member Posts: 4,172
    Stryfe01 said:
    I've tried placing the animation within a group with the timer, inside the rule. But then it doesn't play the animation.

    Maybe try to be creative with velocity based animation. If Y velocity is > 5... change animation... and then falling animation... if Y velocity is < -5... change animation

    Timers are bad, like too much fat in your diet, try to avoid them.
  • Stryfe01Stryfe01 Member Posts: 146


    Here is a video of the issue I am having with the jump. Never mind the sliding issue and the game is missing other items and animations :)
  • Stryfe01Stryfe01 Member Posts: 146
    Haha thanks Photics. I will give that a try in the afternoon when I get home. Time for a bit of classwork before bedtime. I'll update you all if it works.
  • Stryfe01Stryfe01 Member Posts: 146
    Thanks that seems to work well. :)
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