# theprogram00

Member Since 04 Sep 2006
Offline Last Active Oct 27 2009 10:07 PM

### In Topic: Motion_set Problem

07 September 2009 - 04:33 PM

In step event of orbiting object:

`x= planet_obj.x+lengthdir_x(30,direction)y= planet_obj.y+lengthdir_y(30,direction)direction+=6`

Where 30 is distance away. and 6 is amount to change per step.

That Should hopefully work

### In Topic: Strange Collisions, Leads To Problems.

07 September 2009 - 04:25 PM

Simple solution: Alter the BLOCK's collision/mask so it's perfect square with precise collision off

More complex solution: for your check of collision free at y+16, could you not do:

[codebox]//This checks 1 pixel below along the entire width of the object for a collision. Put in obj_mario step event.
if collision_line(bbox_left,bbox_bottom+1,bbox_right,
bbox_bottom+1,obj_block,false,true)
{
//Alter gravity or move to collision or whatever you currently do
}
[/codebox]

### In Topic: What Am I Doing Wrong?

05 September 2009 - 09:16 PM

Persistant objects don't move when they change room. They stay in the same place unless you tell them to move.

Your portal code won't actually move him,because he'll jump to the same x and y co-ordinates as he was in the OLD room. i.e. he'll stay in the same place from your perspective.

EDIT: Ignore the second part of the post, I mis-read your code/explaination.

### In Topic: Hitbox Not Getting Deleted In An Alarm

05 September 2009 - 09:04 PM

Problem Solved!

What was happening is that the game was running out of memory. After thinking it might be something to do with particles, I had a look at my particle code again hoping to optimize it. Looking at the code again I saw that I was creating a new particle system for EACH flame attack, which WASN'T getting deleted. DOH! Stupid mistake is stupid.

I've changed it so all the particles spawn in a global particle system, meaning only 1 particle system exists, instead of the several hundred i was accidently creating.

Thanks LLoyd for your help, it helped me locate the cause.

Topic can be closed.

### In Topic: Hard To Phrase This Question.

05 September 2009 - 08:35 PM

bbox_bottom is the bottom of the collision box for your player.

Maybe if you posted your source code we could have a look at it?