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Thread: TF Flash Game
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Unread 10-04-2008   #22
monomonkey
it's monkey twice!
 
Join Date: Dec 2007
Posts: 175
Re: TF Flash Game

Quote:
Originally Posted by erolunai View Post
I notice there's a deer tf somewhere in the woods, yet I haven't been able to find the cause for it...

Ahhh, I see, some of the TFs are randomized, or some "traps" are set to different changes...
Two, currently. For some reason, despite being the same code as Farm-3, Fox ends up "randomly" showing up much more frequently than Deer. Once again, this is Flash telling me that it hates me.


Quote:
Originally Posted by Tolka View Post
just played this. fun idea. horrible hit detection. I could not land on that blasted sign at the trash dump wound up landing on it by accident.

I'm rather new to flash game making myself. so I'll point you to a better hit detection system I've been messing with from a tutorial. I've found it to be very reliable after some tweaking. basically you compensate for flashes calculation delay by checking where your going to be on the next frame, adjusting the locating so it's not inside the platform, then moving the player sprite to that location. eliminates the passing through walls, and not landing on things problems.

http://www.emanueleferonato.com/2007...-flash-step-2/
While I was doing searches for tutorials on platform games, I came across that one. I loved it. I just could not think of a way to turn an array-based platform game into what I need. I worked with it for several hours but just couldn't wrap my head around implementing his code with what I had in mind.


To all: Really, I apologize for the hit detection but there's really nothing I can do about it at this point. I imagine running the video at 60 frames per second would help a bit, but then I'd have to go back and revise everything from the ground up. I doubt even the basic movement code works outside of 30fps.

As long as you've never actually fallen through a platform, then I don't see much of a need to overhaul the whole thing. I can work with falling through platforms by making them longer.

As I said, the problem is Flash's delay. It is not instantaneous hit detection, so if the cycle for "is char touching ground?" comes a pixel before she's touching the ground, it'll have to wait until the next cycle to run the check. By then she might be 6 pixels below the ground. That's how it is.

Here, I've moved the sign over a bit and re-uploaded it.

Are there any other pressing issues besides the hit-detection and Woods-3 sign?
Attached Files
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