I've got a smooth flowing motion problem. In need of help from game makers
Hey, Game masters! Lords of physics and "getting the noobs in check"!
My name's Jasyn, and I'm trying to make a smooth platformer. I need your help, if you can help.
So...
...I've got a character in my game, right? The character can run, jump, slide, wallrun, and... that's about it. In order to make her move, I'm interpolating her linear X velocity from 0 to 300 at the touch of the right and left keys, and to jump, she changes her linear Y velocity to 300. Not interpolates, just changes. She also has gravity. Any help on getting her to flow smoothly? Because right now she stops at random places, can't turn in the opposite direction without coming to a dead stop, and just... it just looks really messy. Sorry if I'm being vague. Just, does anybody have a way of making smooth running and jumping? That's all I need. A way of smooth running and jumping. Please!
All help is appreciated! (really. I'm serious. It really is.)
My name's Jasyn, and I'm trying to make a smooth platformer. I need your help, if you can help.
So...
...I've got a character in my game, right? The character can run, jump, slide, wallrun, and... that's about it. In order to make her move, I'm interpolating her linear X velocity from 0 to 300 at the touch of the right and left keys, and to jump, she changes her linear Y velocity to 300. Not interpolates, just changes. She also has gravity. Any help on getting her to flow smoothly? Because right now she stops at random places, can't turn in the opposite direction without coming to a dead stop, and just... it just looks really messy. Sorry if I'm being vague. Just, does anybody have a way of making smooth running and jumping? That's all I need. A way of smooth running and jumping. Please!
All help is appreciated! (really. I'm serious. It really is.)
Best Answer
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The_Gamesalad_Guru Posts: 9,922
Yeah, that's a big question. It sounds like you don't have it coded right. Collisions can be a big problem to impede movement. A solution to this is to attach an invisible actor set to circle collision and use that for the physics and the main actor for the image changes.
Answers