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Darkcoucou

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  1. 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 depending on 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 the same 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 like division, 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)
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