WolfMerrik said:dale_coop said:Nice! Will try this script asap.
Thanks WolfMerrik
It is about time I started adding some code to this and got my feet wet with ASM.
It is definitely VERY alien to me, and this was really the first code I wrote for NESMaker
I would definitely appreciate any feedback from you, and you are very welcome!
WolfMerrik said:cornphillips said:Its a great fix but it doesn't solve my problem, maybe an issue with the collision system.
When I am moving right or left, and falling in the air, when i hit the ground, i appear to hit, then bounce up a pixel for a few frames, then i fall to the ground.
It makes precision platforming much more frustrating to handle.
I had not noticed that in the platformer I was working on, but I will definitely take a look at it, and maybe we can both figure it out.
I know the bounding boxes take into account an extra pixel, so I took one off the bottom of my player object.
Although it sounds like you are indeed having an issue with something in the collision script. Have you tried adjusting the values/speeds of your player object?
cornphillips said:It seems to happen when player1 falls to the at least one tile distance, but not when you are jumping up a tile, or when you are jumping onto flat ground.
I also took 1 pixel off the bottom. Maybe adjusting the max gravity speed would help..
Cheers!
MAX_VSPEED = $6 ;; used for gravity?
GRAVITY_LO = $40
GRAVITY_HI = $0
JUMP_SPEED = #$20
WolfMerrik said:I tried various adjustments of these values from Constants.asm
Code:MAX_VSPEED = $6 ;; used for gravity? GRAVITY_LO = $40 GRAVITY_HI = $0 JUMP_SPEED = #$20
Sadly, with no luck. It may be the code handling the collisions itself, or something else entirely.