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DogMakina
Member Since 31 Mar 2012Offline Last Active Apr 12 2012 11:58 AM
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Posts I've Made
In Topic: Making an accurate mask
02 April 2012 - 04:36 PM
Try copying the new mask and cut off a few lines of pixels at the bottom, then assign it to the cane guy.
In Topic: Making an accurate mask
02 April 2012 - 04:24 AM
http://www.mediafire...vo250s9283gor75
Here's the new mask. I don't know how to save stuff as older versions of game maker. Just replace the old one with this one, and set it to be the mask of the cane guy as well.
Here's the new mask. I don't know how to save stuff as older versions of game maker. Just replace the old one with this one, and set it to be the mask of the cane guy as well.
In Topic: Making an accurate mask
02 April 2012 - 04:02 AM
http://www.mediafire...6w9bw791geu7o7d
Fixed it. The problem WAS an off-center sprite.
I fixed it by centering the mask sprite used for the normal duck and made the cane duck use it as well, because there wasn't much difference between the two.
In the future: Make sure your sprites are centered!
Fixed it. The problem WAS an off-center sprite.
I fixed it by centering the mask sprite used for the normal duck and made the cane duck use it as well, because there wasn't much difference between the two.
In the future: Make sure your sprites are centered!
In Topic: Making an accurate mask
02 April 2012 - 03:41 AM
So what am I looking for here? What is not working correctly?
In Topic: Animated collision mask
02 April 2012 - 03:33 AM
Alright... Well let me elaborate then.
I have a barrel that explodes when its hp variable is below 1, and it starts at 50. This explosion is a separate object with 15 frames, and a 15 framed mask.
In the collision event of the barrel with the explosion object I have put in set hp to relative to -explosion.damage which is 3,4. Since 3,4 times 15 equals 51 the barrels under the explosion mask for the whole duration of the explosion will be destroyed.
I have animated the mask to be a certain radius during half of the explosion and a smaller radius during the second half, however all barrels caught in the explosion radius are killed even if they are supposed to no longer be colliding with the mask of the explosion.
If this doesn't help I'll upload the game maker file I guess... Have I misunderstood something about collisions here maybe?
EDIT: I fixed it! It was as easy as checking off the "separate collision masks" in the mask sprite. Simple as that.
I have a barrel that explodes when its hp variable is below 1, and it starts at 50. This explosion is a separate object with 15 frames, and a 15 framed mask.
In the collision event of the barrel with the explosion object I have put in set hp to relative to -explosion.damage which is 3,4. Since 3,4 times 15 equals 51 the barrels under the explosion mask for the whole duration of the explosion will be destroyed.
I have animated the mask to be a certain radius during half of the explosion and a smaller radius during the second half, however all barrels caught in the explosion radius are killed even if they are supposed to no longer be colliding with the mask of the explosion.
If this doesn't help I'll upload the game maker file I guess... Have I misunderstood something about collisions here maybe?
EDIT: I fixed it! It was as easy as checking off the "separate collision masks" in the mask sprite. Simple as that.
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