Hi. I downloaded your project and test on my other project. In your project the slope work perfectly. But my other project, the slope just act like a wall. How do i fix this problem?
you will have to write your own z_top() function that matches your instance position. Likely the issue is that you are overlapping the slope when checking its height and it is too tall at that point to walk up it.
Great tutorial series! I have a question: Is there a reason to set up the depth/draw the way you did it with depth = -y and then in the draw_test script y -= position.z
as opposed to just having depth = -y - position.z? I haven't ever seen it setup the way you have so I'm just curious about that.
I didn't want the depth to change when the player jumps up, if there is a tree in front of them blocking them from view they would clip through it when jumping.
You should consider adding another tutorial with a better way of handling depth for this type of movement as there are a few issues with the current depth = -y code.
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Hi. I downloaded your project and test on my other project. In your project the slope work perfectly. But my other project, the slope just act like a wall. How do i fix this problem?
you will have to write your own z_top() function that matches your instance position. Likely the issue is that you are overlapping the slope when checking its height and it is too tall at that point to walk up it.
You're a freaking god. This is killer work. Thanks a lot this is easy to follow and understand your tutorials are great.
Great tutorial series! I have a question:
Is there a reason to set up the depth/draw the way you did it with depth = -y and then in the draw_test script y -= position.z
as opposed to just having depth = -y - position.z? I haven't ever seen it setup the way you have so I'm just curious about that.
I didn't want the depth to change when the player jumps up, if there is a tree in front of them blocking them from view they would clip through it when jumping.
You should consider adding another tutorial with a better way of handling depth for this type of movement as there are a few issues with the current depth = -y code.