Closed curioustorvald closed 1 year ago
Three years later and it persists, may have something to do with controlling the status of downDownVirtually
properly
just disable "snap to ground" on collision solver if {player's body overlaps with the platform/downDownVirtually}? the point is: disable snap (or don't consider offending tiles as solid) for certain Y-pos only, tiles on Y+1 are still solid just throwing random ideas here...
it seems'staircasing' is also a contributing factor to the snap-to-ground on the platforms
edit: it was not
still can't believe it, but it seems to be fixed just by fixing up the coord system used for collision detection
If player is positioned between 2 platforms with a 2-tile-high gap, the player will oscillate up and down continuously until the upper platform is destroyed.