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Player movement anomolies when dropping between moving platform and wall #6

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approboGames opened this issue Oct 12, 2018 · 2 comments

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@approboGames
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If a player drops between a collision involving a wall/static platform and a moving platform (for example when a moving platform bridges two static platforms by moving side to side) player movement anomalies occur.

Observed anomalies:

  • In some cases the player gets "absorbed" into the moving platform and moves with it while inside
  • General player "judder" movments

Possible workaround:

  • When creating an instance add a "moving_ground" table to identify moving platform collision group hashes
  • Temporarily disable an active collision with a "moving_ground" object if hit from the side to let the player drop through
@approboGames approboGames changed the title Playe anomolies when dropping between moving platform and wall Player anomolies when dropping between moving platform and wall Oct 12, 2018
@approboGames approboGames changed the title Player anomolies when dropping between moving platform and wall Player movement anomolies when dropping between moving platform and wall Oct 12, 2018
@britzl
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britzl commented Oct 17, 2018

I've tried reproducing this with the latest version of Platypus, but so far failed. Here's a GIF of the player being pushed by a moving platform into a wall. Also attempts at jumping and trying to get stuck:

platypus

The 3.0.2 release fixed issues with "jitter" when falling next to a wall. Could be related...

@approboGames
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approboGames commented Oct 25, 2018

I did some more testing with this. I'm seeing different results to yourself. (V3.0.2) download.

Player moving in and out of walls:
1

If your actually moving in the direction of the wall (left in this case) you can full on enter the wall:
2

BUT, more I think of this and all the possible scenarios it's probably not practical to try and address them all in Platypus. Should they even be addressed in Platypus at all, is it outside the remit?

Would it be possible to detect if the player is trapped and have a 'platypus.TRAPPED' message, then users could decide what to do in the player script. Eg: Player dies, or disable the collision on the paltform for a short time to allow the player to drop through.

Maybe this is a better option?

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