Re: [Audyssey] another possible mota bug

2011-08-27 Thread Thomas Ward
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

Re: [Audyssey] another possible mota bug

2011-08-27 Thread Thomas Ward
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

Re: [Audyssey] another possible mota bug

2011-08-27 Thread john
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

Re: [Audyssey] another possible mota bug

2011-08-27 Thread john
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

Re: [Audyssey] another possible mota bug

2011-08-26 Thread Thomas Ward
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