Hi John,
As I said that's not really the problem. The game already has a check
similar to that in place. Most of the time it works. Its just when
Angela nears the edge of the platform the surface constants get set to
the wrong values causing it to screw up.
Cheers!
On 8/27/11, john wrote:
> Hm
Hi John,
Actually, the game does that already. The problem is, and how I plan
to fix the problem, is that the surface constant doesn't get reset
when Angela stops. So if there is a drop off, for example, the surface
constant sstill should be the platform since she is standing on it.
She's obviousl
Hmmm, sorry for the double post, but another way to handle this
might be to check if the platform's timer was still running, i.e.
the platform sound was still playing. If it was, all the surfaces
between the start and end are platform, if not, they're droppoff.
I don't really know c++, but the
I'm no experienced programmer, but what comes directly to mind
would be some kind of if statement that checked whether or not
the platform existed. If it did, the surface would be platform.
If not, the surface of dropoff. The only reason this might fail
is that the character will fall on any ot
Hi John,
Ok, that's strange. Although, I think I have an idea what is going on.
Problem is that it will be difficult but not impossible to fix.
Basically, when you walk the surface under Angela's feet is updated
according to what is straight ahead. So if Angela is walking a
platform and the next
Hi, This is really something I should have reported a while ago
(I noticed in in beta 18). The bug is that when you're on a
vanishing platform, and you move to the start or end positions
(I'm less sure about the former, but I believe it worked) and the
platform turns off, you don't fall. If you