12-06-2010, 05:55 PM
It's collision stuff. The GM collisions I've been using (place_meeting and such) don't really check which directions you're colliding from, meaning that my check for whether the player is on the ground or not (place_meeting(x, y + 1, par_block)) will mess up when the player is in the air next to a moving wall. In other words, it all works pretty nicely when the blocks aren't moving, but since I have scrolling set up to move all the objects, it gets messed up.
I had scrolling set up that way since I don't want to have to move the view (that could lead to the x variable to eventually overflow, since the game is an infinite scroller).
I'm trying a variety of different things to fix this, though. I just mentioned switching to XNA because, at least I'd be able to code everything myself. And it would give me an excuse to do something I can maybe put in my portfolio (which means I might eventually switch anyway).
I had scrolling set up that way since I don't want to have to move the view (that could lead to the x variable to eventually overflow, since the game is an infinite scroller).
I'm trying a variety of different things to fix this, though. I just mentioned switching to XNA because, at least I'd be able to code everything myself. And it would give me an excuse to do something I can maybe put in my portfolio (which means I might eventually switch anyway).