Non-solid attribute

New releases and general discussions.

Post » Fri Jul 31, 2009 9:36 am

With what event's? It is already stated that you can do it with canvas, but that solution wasn't too perfect.
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Post » Fri Jul 31, 2009 10:03 am

[quote="Drasa":3ud37216]With what event's? [/quote:3ud37216]
you must have missed what was said. Ready Mipey's post
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Post » Fri Jul 31, 2009 10:08 am

Create your own movement engine. Allow it to move only if it is overlapping "passable" while on "solid", or if it is not overlapping "solid".

It can be tricky to develop your own movement engine, however I believe it is well worth it, since you can customize it to your heart's content. Double, triple jumps, slides, whatever. The platform movement behaviour is kind of a basic template that is there for less demanding users. ;)
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Post » Fri Jul 31, 2009 11:40 am

[quote="alspal":2lj57zh9][quote="Drasa":2lj57zh9]With what event's? [/quote:2lj57zh9]
you must have missed what was said. Ready Mipey's post[/quote:2lj57zh9]

No, I didn't miss what was said. The method suggested doesn't work the same way as proper solution would. "Is overlapped by passable" is different from "is totally covered by passable".

Imagine that there is a mountain and a tunnel. With "overlapping passable" the character could move inside a solid rock wall, if it overlapped "passable" by just one pixel. If there would be "is totally covered" condition (= There isn't ANY pixel which DON'T overlap), it would be possible to do correct way - so that character couldn't overlap the solid rock at all.
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Post » Fri Jul 31, 2009 12:15 pm

i think, although this isnt nearly as simple to implement as your original suggestion, i think it would work

you would have to make two separate objects
the passthrough or antisolid
and another object that is an outline of its shape
then you can say,
-character is overlapping antisolid
-is not overlapping antisolidborder

that should work
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Post » Fri Jul 31, 2009 2:37 pm

Yes, that indeed would work.

But only when using one outline. If you wanted to build a labyrinth using many tunnel sprites and their outlines, the outlines would block the character from moving from one tunnel to another in an intersection.
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Post » Fri Jul 31, 2009 2:59 pm

you could put antisolid and antisolidoutline in a group, and then

-always
--enable collision

-on collision with antisolid
-(inverted) on collision with antisolid outline
--disable collision

that way, if its true for at least one antisolid/outline combo, it will be passable

i think that should work for the intersection scenario as well
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Post » Sat Aug 01, 2009 4:15 am

[quote="Drasa":16rd7oyi]If you wanted to build a labyrinth using many tunnel sprites and their outlines, the outlines would block the character from moving from one tunnel to another in an intersection.[/quote:16rd7oyi]
Keep the outline open on the exits
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Post » Sat Aug 01, 2009 11:45 am

@mad
he meant if you have the exits open like youre saying, with a straight line sortof tunnel, and you wanted it to cross over another straight line tunnell without making a new type of intersection tunnel

the post i posted before your post should work in that situation though
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