Tilemap collisions - missing something?

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  • I am trying to implement tilemap collisions.

    When the ship (see screenshot) collides with one of the tiles (in red), it stops. However as soon as I start moving again, it just carries on through the tile and into the nearby ones, even though they each have collisions set.

    The tilemap object has solid behaviour, and all the collision checkboxes are checked for the tilemap and ship object. I've tested all variations, with and without.

    I saw other threads where people recommend invisible sprites for collisions, but the islands in the game are big, and adding lots of invisible sprites would kill performance.

    Any recommendations?

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  • Does your ship and tilemap have a solid behavior? Are you using an 8 direction movement behavior? Are you manually setting x/y coordinates?

  • Does your ship and tilemap have a solid behavior? Are you using an 8 direction movement behavior? Are you manually setting x/y coordinates?

    Both objects have Solid behaviour, and I'm not manually setting X/Y coordinates.

    For movement, I'm actually using the Custom movement behaviour.

    It's a sailing game, so to move the player adjusts the sail up/down and accelerates according to wind speed and max. ship speed. They then move in arcs, rather than up/down/left/right.

    I did add a Custom movement 'Stop' action when the player collides with the tilemap, but if I start moving again, the ship object just carries on through the tilemap.

  • Does the ship have more than one sprite frame? Does it have independent colision points on each frame?

    Try using a new invisible sprite that pins on your ship and this one has solid behavior and no animations, just a single frame.

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