How do I make a tile-based walk?

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  • Edited

  • I updated the links that I couldn't post before

  • Something like this?

    Smooth grid movement

  • Something like this?

    https://dl.dropboxusercontent.com/u/485 ... t%201.capx Smooth grid movement

    Exactly like that, i used this one: app.box.com/s/phtucc93j5lqojiu33za but i have a problem, it also happens in yours..

    I don't understand why they put this:

    instead of setting the wall and the player as solid objects, that's what i did in my previos project and woked fine; But in this project that you give me I do the same thing and the collisions dont work <img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" />. There was even a function in that project that said "Collisions disabled" but i erased it and still doesn't work. Can you help me?

  • I'm sorry, but I'm not sure what the problem is..

  • I'm sorry, but I'm not sure what the problem is..

    The game i did from scratch that didn't have tile-based walk didn't have any problem with the collisions. So i wanted to add to it the tile-based walk but didn't know how, until i found a project and tried to extract the code of it but i couldn't do it, it was all full of bugs...

    So i decided to start making the game again -from the project i downloaded that already had tile-based walk- and it was all fine and good with the walk-- but the collision system of that project is a "if player hits x color, then stop moving"(like i showed you on that picture) instead i want ("if player hits anything, then stop moving" )>> which worked fine on the previous project i had. I just put solid behaviour in the objects and works like a charm>> but that doesn't work on the tile-based games.

    For some reason all the tile-based projects i downloaded from here have that system of "if x is overlapping wall or touching x color then stop moving". Why can't they do it normally and put -solid behaviour- in all the objects you wanna get a beautiful collision? That's what i did in my previos project and worked fine. Maybe there's something im missing and the tile-based projects have a hidden function somewhere.. i don't know.

    Tl;dr : It's like tile-based projects are haunted and you cant make the collisions work

  • Well tile based games have tile based collisions...

    Sounds perfectly logical to me..

  • Well tile based games have tile based collisions...

    Sounds perfectly logical to me..

    Here's a video:

    both the red square and the rock have solid behaviour but they don't collision. Why is that?

  • Because the examples above don't work with solid behaviour..

    If you replace "player is overlapping wall" with "player is overlapping rock" in this example

    It should work as expected.

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  • Because the examples above don't work with solid behaviour..

    If you replace "player is overlapping wall" with "player is overlapping rock" in this example

    It should work as expected.

    Thank you, it works but only on the rock... I placed more objects, did the same thing and nothing; they don't collide. I tried to put the rock on a container with the other solid objects but that also doesn't work.

    Im doing this:

    And it doesn't collide anywhere

  • i'm guessing the player isn't overlapping rock and CornerUp at the same time..

    That is what you are checking for in event 7.

    If you want to work with multiple objects not being able to be overlapped in these examples, you either have to create events for all of them or put them in a family and check overlapping family.

    Families are only supported in the paid version, so if you don't have that I guess the easiest way would be to use an 'OR' block and put all objects in it..

  • i'm guessing the player isn't overlapping rock and CornerUp at the same time..

    That is what you are checking for in event 7.

    If you want to work with multiple objects not being able to be overlapped in these examples, you either have to create events for all of them or put them in a family and check overlapping family.

    Families are only supported in the paid version, so if you don't have that I guess the easiest way would be to use an 'OR' block and put all objects in it..

    Damn, i was trying to do everything in the least possible ammount of events

    Thanks for the info!!

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