Ignore Selected Solids Workaround List

Discussion and feedback on Construct 2

Post » Fri Jan 15, 2016 9:46 pm

Can't read minds.
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Post » Fri Jan 15, 2016 11:03 pm

you just got to have solid disabled, and make up with events. Keep collisions enabled, and for the characters that are supose to not to pass the wall, set collision check on overlap, and the result of it should be for them to either stop, or reverse. And if it's a platform, for the period of which those characters are on the platform, set fixed Y.

@Ashley But I really want in the future for Solids ( as well as other behaviors ) to be expanded, cause "ways around" kill the momentum of development.
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Post » Sat Jan 16, 2016 8:17 pm

I don't know how your enemies are moving, but why not have an event like this:
Ennemy: On collision with "Wall" : Change direction to move away from the wall.
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Post » Sat Jan 16, 2016 8:39 pm

The enemies only follow the player when he gets near them. If I made the enemies change direction when they hit the wall, then they wouldn't follow the player if he's close to a wall.

megatronx's solution works though because I can make them stop instead of change direction.
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Post » Tue Jan 19, 2016 9:48 am

@JackieChan
Here's another idea for your list. Basically at the start of the layout the solid objects are duplicated to somewhere way off screen. That would be like a second collision layer where you can disable/enable the solids independent of what's on screen.

So to use it here's the capx. Player1 is on the on screen solids and player2 is on the offscreen duplicate and a clone of player2 is positioned on-screen.
https://dl.dropboxusercontent.com/u/542 ... sable.capx
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Post » Tue Jan 19, 2016 7:57 pm

Hey @JackieChan

I finally posted how I've done this in the past. viewtopic.php?f=146&t=167299&p=1008099#p1008099

It involves coding, but no fear its a few simple cut and paste / change names style coding. This solution works like a charm for platform behavior solid filtering. @R0j0hound and @megatronx may like this as well.
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Post » Thu Jan 21, 2016 2:26 pm

Thanks @R0J0hound and @ruskul!

I added your solutions to the list. They work great!
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Post » Fri Mar 18, 2016 8:11 pm

Bookmarked ;)
Very useful until an official solution is implemented.
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Post » Sat Mar 19, 2016 6:22 pm

newt wrote:Um, what's wrong with number 2?
If it works with physics, it works with all behaviors that use solid.

Ooh making our own platform movement with physics, both fun and an effective use of processor resources.
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Post » Sat Mar 19, 2016 7:20 pm

Sure, it should be doable on desktop maybe on Ios with WKWebView.
BTW physics works on tilemaps.
Immovable that is....
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