tag:blogger.com,1999:blog-9121642240025958832.post2729284459378599880..comments2024-03-28T04:18:45.370-07:00Comments on Trystan's blog: Randomized metroidvania update: simple fixTrystanhttp://www.blogger.com/profile/15653418292042541807noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-9121642240025958832.post-11154725425177905632012-01-04T15:23:13.533-08:002012-01-04T15:23:13.533-08:00@Gnaf, I noticed that too. Even when I changed it ...@Gnaf, I noticed that too. Even when I changed it so doors are always aligned, it was still happening though. I think I'm going to redo some of the architecture generation when I get back to this project.Trystanhttps://www.blogger.com/profile/15653418292042541807noreply@blogger.comtag:blogger.com,1999:blog-9121642240025958832.post-43114231810600846462012-01-04T14:25:36.223-08:002012-01-04T14:25:36.223-08:00I know what causes that bug, it took me a couple o...I know what causes that bug, it took me a couple of minutes to figure it out.<br />It's actually 2 different bugs that interact strangely. The first bug is, that the room transition "doors" aren't aligned correctly, so when switching rooms the character sometimes falls a single tile upon entering the room. If you then go back into the previous room, the character ends up standing inside a tile and what probably happens is, your collision resolving code pushes the character in a direction until the character stops colliding with a tile. The fix would be first to align all transitions, so that a solid tile if followed up by a solid tile, and as a failsafe don't allow a transition blindly, if the transition leaves the character standing inside a tile.Gnafhttps://www.blogger.com/profile/13587748133572351512noreply@blogger.com