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The jump does not work if you expand the application to full screen before pressing enter

Also, the character disappears if you minimize the application to the windowed one and expand it back. 

I recorded a video with a bug, how can I send it to you?

Thanks! I think found the character vanish thing, i can reproduce the bug.

its the frametime going really high because of resize/dragging the window. I've fixed that by skipping frames with high frametimes.

if you can post the vid on a onedrive/google drive and share a link to it here i can watch it.

still not sure where the no jump bug comes from i can't seem to trigger it.

if i maximize the window before the enter i can still jump. 

video: https://drive.google.com/file/d/1-Cq6iu9SBI-KoeNGsrByhXXhcGkzYd3s/view?usp=shari...

I have a Russian and English keyboard layout, I played on the English layout. My monitor is Full HD - 1920х1080

I noticed that after my actions, the character does not seem to touch the floor, maybe this is the problem?

Oh yeah. The character simply does not touch the ground. I was able to replicate the bug by jumping when the top block is close to the character's head, or by jumping from below the purple block on the first screen. If you press up and do not let go, the character, as it were, enters the block a bit and throws it back. And at some point, it hangs a bit above the ground.


Perhaps it is thrown into the lower block, the lower block throws it up, but slightly above the ground. And the trigger of the fact that the character on the ground simply does not work.

(+1)

Thanks!

That seems to be it, i only allow jumping when the character hits a ground below it. and in the vid the character is indeed above the ground so prob not getting the trigger collision.

i'll see if i can make this a bit better with the hit detect for that.

(+1)

i fixed it i think (can't reproduce it on my pc, i think its tied to the frametime) i think the downwards movement gets cut short in some situations. Or at least higher then the 2 pixels down i was scanning. Which leads to the player never touching the ground (like in the vid). i've made it now that when a downhit is detected (and cuts the jump) it also moves the player to stick to the down ground tile making sure that its a hit