Solid only for same object type

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Post » Mon Oct 20, 2014 5:42 pm

@HASUAK
@fassflash

Try switching the collisions off for the enemy instead. I am not at a computer where I can update the CAPX. All the events that deal with the collisions for the player being turned off switch those with the enemy. That should work.
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Post » Wed Oct 22, 2014 10:04 pm

bump

This can't be such a hard thing to make. Currently my only problem is that if I use the Solid behavior on the enemies, they can push the player around and that's something I don't want. It glitches out easily if the enemies surround me and push me into a corner.
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Post » Thu Oct 23, 2014 7:03 am

just an idea... I'm not even sure that 's a good idea
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Post » Thu Oct 23, 2014 6:07 pm

robertjs3 wrote:@HASUAK
@fassflash

Try switching the collisions off for the enemy instead. I am not at a computer where I can update the CAPX. All the events that deal with the collisions for the player being turned off switch those with the enemy. That should work.


That don't seem to work either. Also sorry, didn't notice your reply earlier. The problem is that the overlapping check doesn't work that way. The objects won't overlap at all during collision so the check becomes useless. I'm getting the feeling that this is something the devs have overlooked and is currently impossible to get working correctly.

korbaach wrote:just an idea... I'm not even sure that 's a good idea


Sorry, but I'm not using the Bullet behavior for enemy movement in my game so that won't work either, except only for special animations.
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Post » Thu Oct 23, 2014 8:39 pm

@hasuak @korbaach there has to be a way to figure this out. We can get this working correctly.
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Post » Sat Oct 25, 2014 5:53 pm

Well, I'm pretty stumped here. The current problem is that if I disable collision from an enemy, the other enemies can also walk through it. Then when the collision is enabled again, the other solid enemies can get stuck inside it. I'll see if someone is interested in solving this, but if nothing comes up I'll probably post this into somewhere where the devs might see into this. Somehow I think this wouldn't be such a hard thing to implement to this engine.
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Post » Sat Oct 25, 2014 7:10 pm

@hasuak I will try to tweak it later and figure it out
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Post » Sat Oct 25, 2014 11:48 pm

robertjs3 wrote:@hasuak I will try to tweak it later and figure it out


Thanks, man. You're totally getting your name into my game's credits if you figure this out. Eh, you're getting there, do it or not :D
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Post » Sun Oct 26, 2014 6:51 am

@Hasuak

Thanks man. Here is what I think the solution is for you, seems to be working. It took a while to figure out but I disabled the collisions of the enemy instead of the player. You can turn the sprite named "invisible" to not visible. I just have it visible so you can see what is going on. Let me know if that works for you.
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Post » Sun Oct 26, 2014 5:09 pm

Unfortunately objects can only truly collide with each other if they are both solid, however you can fake two non solid objects so that it appears that they are colliding by using the on object overlapping condition. So in your case. Make everything except the enemies have a solid behavior and make an event that says...

Note: movement behaviors like the platform behavior already get a solid attribute so no need to add a second one.

Enemy on collision with enemy -> change directions.
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