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| Clunky Movement, Getting Stuck, Door Clipping & How to Fix It All; Describing what's wrong with movement and how it can be resolved | |
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| Tweet Topic Started: Oct 1 2014, 12:35 AM (359 Views) | |
| Lin | Oct 1 2014, 12:35 AM Post #1 |
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I just want to start off by apologizing for another topic describing a problem with movement. I'm sure they're very annoying by now, but as I've made Zelda engines myself I thought I could offer some advice since it doesn't look like you're looking for an extra programmer. Currently, it appears you are either not using bounding boxes (which you should be for EVERY kind of collision except for slopes) or changing Link's bounding box. It should be the same regardless of the direction he is facing. What this does is ensures you can always walk smoothly along a wall regardless of which direction your facing and helps the player understand just where they are in the world. I believe that error caused me to get stuck here with no way to get out: ![]() If I'm wrong, then I'm assuming there's just a bug with moving the player along those kinds of walls or because the diagonal wall below is pushing me into it. Also it appears the bounding box that exists is further on the left than the right. Secondly, you don't deal with "rounding off" obstacles. Let me demonstrate this visually and try to explain it. ![]() Right now, the player gets stuck here when trying to move down. However, in the actual games, when you try to walk against a corner like this, if the game saw you could walk the direction down X pixels to the left or right, you would move that direction first. Otherwise you would just run against the wall. Here it would move me a few pixels to the left and snap me right against the left edge of the table. The same thing applies for all directions; down was just an example. Thirdly, when you try to go through a manual door and press A, it seems like you have to be perfectly aligned. What the game should do is give you a lenient position to stand and when you press A to go through, you move to the center of the door, which will get rid of the drawing errors and clipping that already exist. Of course, this should only apply when you're standing against the door and facing it. Fourthly, there is a visual directional bias. Say, for example, I'm moving down and stray left or right. My sprite stays down like it should. Now say I'm moving right and stray up or down. My sprite changes. This shouldn't happen. If I started moving in one direction, then my sprite should always stay that direction until I let go of it on the d-pad. Finally (sorry), when you jump off a cliff, you should only be able to do so if you can move on the first free spot it would put you. I noticed that jumping off in places by Link's house causes him to get stuck a little bit. Again, I apologize for this extensive list, but all of these things were present in LTTP and would GREATLY improve the experience. Keep up the good work so far. ~Lin |
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