Post by Jatsu on May 3, 2014 18:15:35 GMT 1
Browser:
aboutmybrowser.com/dFJJwjtY
Video:
Description:
There's a few bugs regarding collision in Kogama that make the player's avatar act in an unexpected way or are used purely for exploiting (especially in obstacle games). I really suggest watching the video for the steps to reproduce, but if you want written ones, here you go...
1. When walking along a wall, hitting it at a specific camera angle will cause the avatar to quickly shift to the side - where if there is a ledge, the player has a high risk of falling off.
2. Hitting a corner or edge can allow a player to triple their speed.
3. While jumping at a wall, hitting it at an angle near the base of the wall will cause the player to jump higher than normal. It's variable depending on the angle hit, but will still collide you higher.
4. There's also another collision nuance that I'm not quite able to nail a steps to reproduce for, but I will describe it. An avatar is sometimes able to climb up a corner of a wall by holding space. The closest I've been able to reproduce it is with a model, but it requires camera precision - you have to be looking directly into the corner while holding space. A game where you can see this happen is in Ts - you can climb up the corners of the pillars by holding space.
Extra:
The collision bug is pretty well known, and a lot use it for exploits. So color me surprised when I searched the old forums and found a report about it with a dev's response about it.
and
So, at best I'm just reminding people that parts of the collision bug are annoying, especially the first one I listed - the others are just exploits. Personally, I would prefer all collision bugs be removed. If people wanted it more "controllable" they would request different materials or objects that applied such physics.
Not all creators know about the collision bug, so when they publish a world without knowledge of them, experienced players will abuse it. I don't think this is very fair. Clearly defined materials that reproduce the effects of the collision bug (if you wanted to keep it around) would be a better way of informing all players and would certainly help in improving balance of games in general.
aboutmybrowser.com/dFJJwjtY
Video:
Description:
There's a few bugs regarding collision in Kogama that make the player's avatar act in an unexpected way or are used purely for exploiting (especially in obstacle games). I really suggest watching the video for the steps to reproduce, but if you want written ones, here you go...
1. When walking along a wall, hitting it at a specific camera angle will cause the avatar to quickly shift to the side - where if there is a ledge, the player has a high risk of falling off.
- Build a wall and something to walk on.
- Enter play mode.
- Line yourself up against the wall, start at 45 degrees into the wall and start walking forward
- Slowly pan your camera into the direction of the wall - so that your avatar starts to move parallel alongside the wall
2. Hitting a corner or edge can allow a player to triple their speed.
- Build a platform
- Pick a any block of the platform and extend it upwards by one tick
- Enter play mode
- Walk up to the extended block
- Distance yourself enough from the corner so when you jump forward you'll hit the top edge, and jump
3. While jumping at a wall, hitting it at an angle near the base of the wall will cause the player to jump higher than normal. It's variable depending on the angle hit, but will still collide you higher.
- Build a platform and wall
- Enter play mode
- Walk up to about a block before reaching the wall
- Run forward and jump when you're a quarter block away from the wall - this might take a few attempts
4. There's also another collision nuance that I'm not quite able to nail a steps to reproduce for, but I will describe it. An avatar is sometimes able to climb up a corner of a wall by holding space. The closest I've been able to reproduce it is with a model, but it requires camera precision - you have to be looking directly into the corner while holding space. A game where you can see this happen is in Ts - you can climb up the corners of the pillars by holding space.
Extra:
The collision bug is pretty well known, and a lot use it for exploits. So color me surprised when I searched the old forums and found a report about it with a dev's response about it.
Caspar said:
Yup, it was originally a bug in the physics-system, but it seems to be quite useful and popular, so we're not going to remove it....but I want to make it more 'controlable'Caspar said:
Will work on this after avatar customization & vehiclesSo, at best I'm just reminding people that parts of the collision bug are annoying, especially the first one I listed - the others are just exploits. Personally, I would prefer all collision bugs be removed. If people wanted it more "controllable" they would request different materials or objects that applied such physics.
Not all creators know about the collision bug, so when they publish a world without knowledge of them, experienced players will abuse it. I don't think this is very fair. Clearly defined materials that reproduce the effects of the collision bug (if you wanted to keep it around) would be a better way of informing all players and would certainly help in improving balance of games in general.