Darkcoucou Posted November 7, 2018 Share Posted November 7, 2018 In the last couple months I've been working on a project using "Fake Gravity Platformer Test with Shooting"as a template. The goal of my project is to create a Platformer with four-way gravity. This is how the Code is supposed to work: First, it is decided which Code should be executed dependingon the current gravity, then every direction of Collision is represented by a Subroutine. Each of those Subroutines follow the same scheme:The Code tests if one pixel collides with the block and then tests for another one in thesame row/collumn (depending on which direction and which gravity) This is supposed to create a glichless "Hitbox" for the player character. This sadly doesn't work for a reason unknown to me(The player can jump through walls or glitch his "head" halfway into a block supposed to be solid) I've tried many methods to fix this issue: -Make the Player Coords normal values instead of float, hoping it would help, but it didn't -Tried different PlayerCoords-to-Block-Value conversions likedivision, modulo and bitwise -Change Order of Subroutines I'm clueless and I've completely run out of ideas. Does anyone know what the Problem could be? I attatched the current state of my project: Working CPU saving Grav Backup V2.txt And how I'd imagined the working subroutine to look like: Subroutine Example.txt Sorry if this sounds unfriendy or something, this is my first post here... (P. S. Visual Batari Basic v1.0 Build 568 used to work) Quote Link to comment Share on other sites More sharing options...
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