Pixel Perfect Collisions V4.0
#41
Posted 29 November 2009 - 04:15 AM
#42
Posted 19 February 2010 - 12:27 PM
Otherwise, nice engine.
Edited by aKtimelli, 19 February 2010 - 12:27 PM.
#43
Posted 19 February 2010 - 02:14 PM
#44
Posted 22 February 2010 - 12:04 AM
#45
Posted 27 June 2010 - 06:45 PM
Usually it stands crossing over the lines.
Thanks.
Edit:
Also, in ISO view, if we click on the LEFT of the top-left GREEN obj_cylinder_iso, the obj_player keeps circling it forever.
Edit: Actually, if you click CLOSE to any obstacle, since the obj_player is NOT snapping to grid, it runs around that obstacle infinitely. So in essence, snap to grid is missing!
Edited by Mad_Scientist, 27 June 2010 - 06:53 PM.
#46
Posted 19 September 2010 - 06:37 PM
In the ISOMETRIC, can you fix it so that it "snaps" to the grid square where the mouse was clicked?
Usually it stands crossing over the lines.
Thanks.
Edit:
Also, in ISO view, if we click on the LEFT of the top-left GREEN obj_cylinder_iso, the obj_player keeps circling it forever.
Edit: Actually, if you click CLOSE to any obstacle, since the obj_player is NOT snapping to grid, it runs around that obstacle infinitely. So in essence, snap to grid is missing!
I don't see the point to putting the grid snapping, cause then you wouldn't need a collision script like the one in my engine, it would not make any sense. You could definitely find a more effective way to move around while being snapped to the grid with a simpler collision detection system, since you only have to check the grid you want to go in, not every pixel. As for the player circling around forever if you click on an obstacle, as I stated before, there is no point to add a function to stop it from doing so since it's not part of this collision engine. Sorry about that,
-Rixeno
#47
Posted 03 November 2010 - 05:10 AM
I am using GM8 Pro. I'm not getting any errors, and I copied the script codes exactly as in the gmk.
EDIT: I'm not sure why, but i got it to work with the 1st file and not the 2nd one. Not sure why it made a difference though because the 2nd file was basic it seemed.
Edited by Wazaq, 03 November 2010 - 05:26 AM.
#48
Posted 10 November 2010 - 08:03 PM
#49
Posted 14 December 2010 - 02:27 PM
I tried it out and It's quite fancy ;D
though I hoped using the bullet collision way of life, it didn't work for me
My game uses 1 pixel thin lines which which your bullet go straight through! huh!
If you care enough to give any suggestions, pm me please
Edited by Ruub, 14 December 2010 - 02:28 PM.
#50
Posted 06 April 2011 - 11:59 PM
Could someone explain what the 'argumentx' is in the move_step script?
#51
Posted 07 April 2011 - 08:46 AM
Hey there. I've been studying the code in your example and am a novice GML user trying to learn more about the language.
Could someone explain what the 'argumentx' is in the move_step script?
Or at least, could someone direct me to a topic which covers scripts extensively enough for me to learn more?
#52
Posted 08 April 2011 - 10:06 AM
It works perfectly on the bullets the tank fire, but the tank either moves on its own and stops when it hits a solid, or let me move it and just pass trough all solids.
Not sure what im doing wrong, so any help would be greatly appreciated.
Here's the movement code i use for the tank if its any help.
if (keyboard_check(ord('A'))) { direction += 5; }
if (keyboard_check(ord('D'))) { direction -= 5; }
image_angle = direction;
if (keyboard_check(ord('W'))) {
friction = 0;
if (speed < 6) {
speed += 0.3;
}
}
if (keyboard_check(ord('S'))) {
friction = 0;
if (speed > -6) {
speed -= 0.3;
}
}
if (!keyboard_check(ord('W')) && !keyboard_check(ord('S'))) {
friction = 0.3;
}
- Rhuidean
Edited by Rhuidean, 08 April 2011 - 10:07 AM.
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