[SOLVED] How do I make this sprite not overlapping?

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Post » Mon Dec 05, 2016 2:46 am

Hi, i tried to make top down enemy chasing game,

i stumbled upon a problem that if i insert solid behaviour, the enemy wont move
if not this happen,

Image

how i can make this not overlapping ?

any help are appreciated,

Thank you


DOWNLOAD CAPX:

https://www.mediafire.com/?hsdec6ankafu9ah
Last edited by Timedoor Indones on Tue Dec 06, 2016 2:58 am, edited 2 times in total.
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Post » Mon Dec 05, 2016 1:01 pm

Could be an issue with the collision polygons.

Anyways, to provide more help, we will need your .capx.

(File -> Save as single file)
"We can't solve problems by using the same kind of thinking we used when we created them."
- Albert Einstein
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Post » Mon Dec 05, 2016 2:07 pm

randomly wrote:Could be an issue with the collision polygons.

Anyways, to provide more help, we will need your .capx.

(File -> Save as single file)


hey randomly, thanks for reply.
i have updated the start post.
please check


Thank you
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Post » Mon Dec 05, 2016 3:16 pm

Alrighty, this seems to be a tough one.
Following paths from the pathfinding behaviour seems to ignore collision polygons.

I figured that a way to fix this would be to add the solid and the push out solid behaviour to the red cars.
The solid behaviour on its own doesn't seem to fix it.

But just adding those two behaviors caused weird movement of the cars. I eventually learned that you added the solid behaviour to quite some UI elements.
I don't know why you did that and I also don't know where that would be necessary, but I disabled those solid behaviours and that made the car's behaviours work and let them collide the way they need to.

Long story short:
  • Add solid and push out solid behaviour to the red cars
  • Add the red cars as push out solid obstacles on start of layout
  • Disable or delete all solid behaviours for UI elements (like BoundingBox)
"We can't solve problems by using the same kind of thinking we used when we created them."
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Post » Tue Dec 06, 2016 1:17 am

randomly wrote:Alrighty, this seems to be a tough one.
Following paths from the pathfinding behaviour seems to ignore collision polygons.

I figured that a way to fix this would be to add the solid and the push out solid behaviour to the red cars.
The solid behaviour on its own doesn't seem to fix it.


ok i'll try this.
--- edit

ok firstly i confused what do you mean by push out solid behavior. Google it, and found rex plugin, attach it and work like a charm. Thanks man! :)

randomly wrote:But just adding those two behaviors caused weird movement of the cars. I eventually learned that you added the solid behaviour to quite some UI elements.
I don't know why you did that and I also don't know where that would be necessary, but I disabled those solid behaviours and that made the car's behaviours work and let them collide the way they need to.


lol, i just thinking to make the cars still on the stage and not in the bottom of controller, so player can see.
also not overlap the ui element on top. Any idea for this rather than using solid element ?


Thanks :D
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Post » Tue Dec 06, 2016 4:19 am

Sorry about the push out solid behavior.
I somehow thought that was a vanilla behavior.

lol, i just thinking to make the cars still on the stage and not in the bottom of controller, so player can see.
also not overlap the ui element on top. Any idea for this rather than using solid element ?

Sorry, I don't really understand what you mean here..Could you re-explain please?
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