1 decade ago by Richard
I'm wondering if it's just me, or if there's a bug in the latest version.
I'm trying to do the same kind of platforms described in this previous forum post...
http://impactjs.com/forums/help/passing-through-entity-from-only-one-direction
It's where the entity only collides with the platform when falling. I've used the code dominic posted in that entry and it works fine. The problem though is that then I'm limited to assigning it to one type of tile in the collision map, and if I use that code on the normal solid collision tile, that means I can never mix and match platform types.
However, from the collision tiles now available, it looks as though this is now a standard feature. Using the arrows that point up with the pink line at the top, I assume this is the same idea. But unfortunately they almost work, but exhibit the same behaviour as described in that post, that if you're kind of half way through the platform you end up snapping up onto it.
I find it strange that dominic gave the solution to that but doesn't seem to have used his own code. Or maybe I'm just missing something else.
The advantage of using the included collision tiles is then it's easy to have tiles that work both ways, because if you use both the arrowed tile and the solution in that forum post, they conflict somehow and you end up sometimes following through platforms.
I'm trying to do the same kind of platforms described in this previous forum post...
http://impactjs.com/forums/help/passing-through-entity-from-only-one-direction
It's where the entity only collides with the platform when falling. I've used the code dominic posted in that entry and it works fine. The problem though is that then I'm limited to assigning it to one type of tile in the collision map, and if I use that code on the normal solid collision tile, that means I can never mix and match platform types.
However, from the collision tiles now available, it looks as though this is now a standard feature. Using the arrows that point up with the pink line at the top, I assume this is the same idea. But unfortunately they almost work, but exhibit the same behaviour as described in that post, that if you're kind of half way through the platform you end up snapping up onto it.
I find it strange that dominic gave the solution to that but doesn't seem to have used his own code. Or maybe I'm just missing something else.
The advantage of using the included collision tiles is then it's easy to have tiles that work both ways, because if you use both the arrowed tile and the solution in that forum post, they conflict somehow and you end up sometimes following through platforms.