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  <title>Scirra Forum : Pixel-precise custom movement on a grid.</title>
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  <pubDate>Wed, 19 Jun 2013 18:26:38 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. :   Yann wrote:http://dl.dropbo...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post378929.html#378929</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/luto">Luto</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 09 Jan 2013 at 2:36pm<br /><br /> <table width="99%"><tr><td class="BBquote"><img src="//static2.scirra.net/forum_images/quote_box.png" title="Originally posted by Yann" alt="Originally posted by Yann" style="vertical-align: text-bottom;" /> <strong>Yann wrote:</strong><br /><br />http://dl.dropbox.com/u/23551572/C2/gridMovement.capx</td></tr></table> <br /><br />thanks for sharing Jann. it's a great example. very useful to me.  <img src="http://www.scirra.com/forum/smileys/smiley42.gif" border="0" align="middle" /> ]]>
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   <pubDate>Wed, 09 Jan 2013 14:36:10 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : Sorry I couldn&amp;#039;t get back...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post346911.html#346911</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/greg">Greg</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 16 Aug 2012 at 10:45am<br /><br />Sorry I couldn't get back to you sooner about this, but it works flawlessly! Thank you so much!]]>
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   <pubDate>Thu, 16 Aug 2012 10:45:52 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : @Greg @R0J0houndI see, in some...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post346045.html#346045</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/yann">Yann</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 12 Aug 2012 at 6:22pm<br /><br />@Greg @R0J0hound<br />I see, in some rare cases the algo skip the wall check.<br />It can happen only if Player.move reach 0 without going into negative values. And the lower the speed the more likely it can happen.<br />Greg, to correct the problem you just have to put in event 10:<br /><table width="99%"><tr><td><pre class="BBcode">Player: move = 0 <br />  -&gt; System: Set timer to max(0,timer-dt)<br />  -&gt; Player: Set checked to false  &lt;-- that</pre></td></tr></table>]]>
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   <pubDate>Sun, 12 Aug 2012 18:22:12 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : I don&amp;#039;t think it&amp;#039;s a...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post346038.html#346038</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/r0j0hound">R0J0hound</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 12 Aug 2012 at 5:38pm<br /><br />I don't think it's a problem with the events.  I have not been able to move into the walls.<br /><br />What browser are you using to test?<br />It's flawless for me in Firefox 14.0.1 and Chrome 20.0.1132.47.]]>
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   <pubDate>Sun, 12 Aug 2012 17:38:52 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : I am using r99. I noticed the...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post345988.html#345988</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/greg">Greg</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 12 Aug 2012 at 10:04am<br /><br />I am using r99. I noticed the issue initially on r96, but never reported it because I wanted to try and get it fixed without begging for help on the forums.<br /><br />I think the issue is related to lowering the stepping below 0.1 is the cause of "lag" on the collision detector. 128 speed with 0 stepping makes it easy to see.<br /><br />Thank you for taking an interest and looking into it!]]>
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   <pubDate>Sun, 12 Aug 2012 10:04:50 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : @GregWhat C2 release are you using?...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post345918.html#345918</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/r0j0hound">R0J0hound</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 12 Aug 2012 at 12:51am<br /><br />@Greg<br />What C2 release are you using?  The logic of the capx is sound, the wall detector is doing exactly what it is designed to do: it checks the next grid position before moving.  The position lag is not the issue.]]>
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   <pubDate>Sun, 12 Aug 2012 00:51:56 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : Thank you for the response, I...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post345897.html#345897</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/greg">Greg</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 11 Aug 2012 at 10:14pm<br /><br />Thank you for the response, I really appreciate you taking the time to look into this!<br /><br />The original capx can have the issue but it is very difficult to get it to go into a wall. I download it and playtest for a few minutes and can run into the wall after trying for a few minutes (moving along a wall and turning towards it constantly). Not always or easily, but it is possible. <br /><br />If you turn the speed down the collision detector lags behind the player more noticeably. Setting the speed to 128 and stepping to 0 makes it much easier to run through walls. It's unfortunate because 256+ is too fast for my needs, I want a classic looking slow grid movement :( <br /><br />I really like the script, so didn't want to use anything different, and I've built other scripts that rely on this script to work. I will keep looking into it, but I am no programmer lol! <br /><span style="font-size:10px"><br /><br />Edited by Greg - 11 Aug 2012 at 10:22pm</span>]]>
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   <pubDate>Sat, 11 Aug 2012 22:14:03 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : @GregThere&amp;#039;s no such bug...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post345836.html#345836</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/yann">Yann</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 11 Aug 2012 at 1:12pm<br /><br />@Greg<br />There's no such bug on my side, I used this system in tones of different situations (including patroling AI) and never had any issue even at super high speed.<br /><br />Do you get this bug in the original capx, or in a modified version of yours?]]>
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   <pubDate>Sat, 11 Aug 2012 13:12:23 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. :   Yann wrote:http://dl.dropbo...</title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post345033.html#345033</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/greg">Greg</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 07 Aug 2012 at 11:36pm<br /><br /> <table width="99%"><tr><td class="BBquote"><img src="//static2.scirra.net/forum_images/quote_box.png" title="Originally posted by Yann" alt="Originally posted by Yann" style="vertical-align: text-bottom;" /> <strong>Yann wrote:</strong><br /><br /><a href="http://dl.dropbox.com/u/23551572/C2/gridMovement.capx" target="_blank" rel="nofollow">http://dl.dropbox.com/u/23551572/C2/gridMovement.capx</a></td></tr></table> <br /><br />With this (otherwise perfect for me) script you are able to move through walls occasionally.<br /><br />If the speed is lower than 256, the player can move through walls easily, but even at 256 the player can still move through walls. Is it possible to  make the collision detector always position itself before the player moves to it?<br /><br />I hate to bump the topic, but I have a sticking point in my game because I do not want there to be a bug where player can run through walls, and I need grid based smooth movement. <br /><br />If you turn on the visibility of the green sprite, collision detector, you can plainly see how the character moves faster than the detector sprite allowing you to at times enter the collision object (wall). Is there any work around for this?<br /><br />It's easier to reproduce if you lower the speed variable, but even at 256 you can still at times move through walls.<br /><br /><span style="font-size:10px"><br /><br />Edited by Greg - 10 Aug 2012 at 1:27am</span>]]>
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   <pubDate>Tue, 07 Aug 2012 23:36:19 +0000</pubDate>
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   <title>Pixel-precise custom movement on a grid. : @stemkoskinifty indeed (: </title>
   <link>http://www.scirra.com/forum/pixelprecise-custom-movement-on-a-grid_topic47832_post330138.html#330138</link>
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    <![CDATA[<strong>Author:</strong> <a href="../users/yann">Yann</a><br /><strong>Subject:</strong> 47832<br /><strong>Posted:</strong> 25 May 2012 at 4:59pm<br /><br />@stemkoski<br />nifty indeed (:]]>
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   <pubDate>Fri, 25 May 2012 16:59:22 +0000</pubDate>
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