Have a look at 0:31 @ http://youtu.be/Tg43zo47AE4
The player collides with tiles side by side on a flat surface, causing it to stop momentarily. [import]uid: 75783 topic_id: 12593 reply_id: 312593[/import]
Have a look at 0:31 @ http://youtu.be/Tg43zo47AE4
The player collides with tiles side by side on a flat surface, causing it to stop momentarily. [import]uid: 75783 topic_id: 12593 reply_id: 312593[/import]
Do the ground tiles have friction? If so that could be causing your issue.
Try setting the ground tiles friction to 0.0 and see if that fixes it. [import]uid: 6981 topic_id: 12593 reply_id: 46163[/import]
I believe this is actually a problem with physics engines in general, rather than building your physical layer like that out of lots of adjoining objects that have seams, try overlaying the visual tiles with a single large physical object like this - http://justaddli.me/tutorial.php?t=0&id=7 [import]uid: 5833 topic_id: 12593 reply_id: 46303[/import]
At higher movement speeds there seems to be no issue but by moving in very small increments it is possible to get stuck on an edge. Using physical objects as bodies increases the amount of work needed to build a level though …
For what its worth, I got around the issue of players sometimes getting stuck on the edges of adjoining blocks by using
if (player.rotation ~= 0) then player.rotation = 0; end
in an enterFrame function instead of
player.isFixedRotation = true;
in the player spawn function.
[import]uid: 63884 topic_id: 12593 reply_id: 47649[/import]
It can increase the amount of work it takes to create a level yes but at the same time having that may physical objects can be a large performance hit, so you have to decide which is the more desirable outcome in your particular game depending on its size. [import]uid: 5833 topic_id: 12593 reply_id: 47656[/import]