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About Zippery

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  1. Zippery

    Stange animation artifact

    Got it sorted after looking at my code for the last 3 hours, my collision detection routine was flagging my sprite as being on a platform (which strictly speaking it was) for a split second while it was touching the side of the platform and moving towards it while also jumping - as soon as it reached a certain point it kicked off the animation briefly before stopping it again as the sprite flew above the platform. It was this that I was seeing - I hadn't put a check in to disable animation at that point if the sprite was in an upward jump motion. Cheers!
  2. Zippery

    Stange animation artifact

    It's been a long day - that made me laugh - much needed!! Yeah sorry, I know it's a really vague question. The problem is I can't post a video of it as the problem doesn't seem to be visible in the video when it's been recorded - even though I can see it clearly with my eyes (on the actual device it's running on) I'm gonna do as you suggest and try to log out which animation frames are showing and when... might give me some insight into what's happening. Cheers!
  3. All I wasn't sure which forum to place this in as it's quite an odd question. My 2d platformer has an odd problem but I'm not sure it's a real problem as such. I'll try to explain as best I can. When my character jumps into the side of a platform, and then on top of it, it looks, momentarily like there is a 'glitch' in the animation. Thing is, if I put a thread.sleep in to slow the game down, I can't see any such glitch. If I video it and plat it back, again I can't seem to see anything. Has anyone come across something like this before? Could it be an issue bought about by my frame rate? Sorry it's so vague but I'm not sure how else to explain it. It's not a deal-breaker but it is extrememly annoying. Any thoughts would be welcome. Thanks.
  4. Thanks all, yep my platforms are pretty much flat at the moment, I don't thik I will be introducing slopes at this point - thanks I will probably stick with the constant gravity method as it seems a lot easier to employ than switching between states.  Cheers!
  5. Hi Guys   I'm currently writing a 2d platformer for Android smartphones / tablets and I have a question regarding gravity.   I read up a bit before I applied gravity and from what I could tell, it seemed that gravity should be applied 'constantly' to characters (Like it is in real life).   By this, I mean, if the character is standing on a solid floor/platform, gravity will still be pulling him down.   My collision detection, will predict that his next position will be 'in' the platform and correct it before rendering.  This way, when he isn't on a platform, he will just fall without me having to do anything extra.   However, I read an interesting article about how Sonic was made and it states that:       So I'm guessing they have a boolean value 'gravity' and just switch it true or false depending on when they want the gravity to be applied. (So false when on floor/platform, then switch to true when not).   I'm just wondering which of the two methods do you advocate and why?  Which one would be easier to work with and why?   Thanks!    
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