When creating games I noticed that when my character is near/on a wall. (left arrow key+ up arrow key).
Pic of what it looks like:
It’s on Level 2 named boss fight.
And my game is still not complete but on my previous games, I still found that wall climb bug, but ignored it because I decided to incorporate the bug into some parts of levels to minimize the bug being too game breaking but now that I am making a new game I want to try to fix this bug now that I found it. I know it can be fixed because on example games this bug was not there so I wanted to fix.
Thanks for any help!
You may want to experiment around with hitboxes, this is a bug within flowlab itself (you did nothing wrong). Usually its only when your using square hitboxes though, so experiment with those, and record your findings. I may still be able to have another solution if that doesn’t work
Your easiest option is to make an object for the floor and the wall separately, and make the wall object have no friction in its settings.
Set the collision shape to Capsule. Done.
Tested, seems like it does not work
Tested, seems like it does not work.
I found that anything with The collide behavior might cause it. It mostly happens when collids.
Also while testing I found that I can “double jump” when here:
If anyone also has a solution for that would be appreciated!
Some info on bug: Must collide block above you in a small “room” like area.
Do I put in the wall block?
Put this in the player. Also, on the raycast, set the angle to 90, the length to 16, and the object to whatever your ground object is.
I just tried the game and I see why its doing this now.
You need to change the jump to a Raycast instead of any collision,
the wall counts as a collision so you can infinitely jump on a wall.
This is only one part of the issue, the other is that you stay on the wall because it has all friction. Using my first idea or with the method @hihilogic just mentioned should help with the second half of this issue.
Here’s a Raycast Jump:
i think u make shape collision thing oval
Yes, but if you would like to use a different collision shape and not have this issue, the best thing to do is use a system with raycasts.