SnipG
No that doesn't work within an ONLINE multiplayer environment
It's actually impossible* using the official solid behaviour.
*only with ugly workarounds which cause unpredictable/bad bugs
I will have to use the custom "solid/collision" system from R0J0hound <---- awesome guy
One of the issues being that if you keep moving against a solid object with Player1 and then Player2 moves through him (below or above)
It actually affects Player 1 by either pushing him along the line or pushing him entirely through the object because the engine is telling the object to be solid and non-solid at the same time.
There are also other issues we were fighting with for a very long time.
But thanks a lot for your input, i appreciate it.
lennaert
Take a look at my latest upload, i actually got it to work using the custom solid system by R0J0hound!
It gives you full freedom to prevent collision with specific objects under certain conditions.
But the collisions are extremly bumpy sometimes.
Just one post above yours he answered with another example which i'm willing to test within the next few days.
I hope that one gets the job done with smooth collisions. The example looks slick.
Yet this means that i will have to get a custom pathfinding system as well since the solid behaviour is an absolute goner now *Yea suck it SOLID*
Feels like a revolt since Scirra never implemented it and we still have to wait for the new C3 engine after the release of C3. xD
oosyrag
Thanks yet again for the pathfinding example.
But i have no plans on using tilemaps, i want the players and AI to be able to move with absolute freedom.
It might take some time but i hope i can get this managed to create a snappy/intelligent enemy AI with smooth movements.
Thanks everyone for the help!
You guys are amazing