bachrock's Forum Posts

  • I recreated this in 2d and didn't have an issue with detecting overlap. I did run into a different issue where the pushed block first moves the correct distance and on the second push moves about 1.5x the distance. Why might that be happening?

  • I have a 120 x 120 pixel character that moves 120 pixels per move. I would like the character to be able to move a block when it moves.

    I'm trying to do this by detecting overlapping. For some reason, it says the character and block are overlapping when they are next to each other, but not overlapping. I made the collision polygons smaller for both my character and a block and this still happens.

    Why is overlap being detected? How might I implement this mechanism?

    EDIT: I'm working with 3d blocks. I changed the collision polygon for all 6 faces.

    EDIT: I tested this with 2d blocks and I didn't have an issue.

    Tagged:

  • Thanks for the help I see what you did there.

    Now, I'm trying to figure out the most efficient way of relaying information from the diamonds to the array and from the array to the diamonds. For example, syncing up a sprite to switch from black to white while the array switches from 1 to 2 and having that trigger from the sprite side or from the array side.

  • I'm giving arrays a go. I can't figure out how to link the 5x5 grid of sprites to the array. Is it based on position? Would this mean an isometric grid would be more difficult than a square grid?

    EDIT: I'm having a go. I may be onto something...

  • DrewMelton

    Trampoline Terror, you're right! Thanks!!

  • zenox98

    Not Q-Bert. It's a lesser known game than that. It could have been on Sega Genesis...

  • Thanks Is there a way to do this without arrays or are arrays far easier than other methods?

  • There's this old game I played in the early 90's I wonder if anyone remembers/knows the name of...

    It was set in an isometric view if I remember correctly. You controlled a character jumping from colored tile to colored tile. These tiles could be made of cloth or something, I don't remember. They would change color and disappear so you would have to jump on another one. That sorta thing. Any ideas?

  • How do I detect shapes in a grid of b&w diamonds?

    Imagine a grid of diamonds, say 5x5, on the top of a cube. Each diamond is black or white. I want to be able to detect various arrangements of diamonds. For example, a larger diamond made up of 4 white diamonds or a line of 3 white diamonds diamonds and 1 black diamond. What would be a good way to do this?

  • R0J0hound Thank you kindly!

  • I'd like to simulate balls bouncing from one side of the screen to the other and back and forth without using the physics or bullet behaviors. Also, for the balls to maintain a consistent max height when landing on platforms. How can this be done?

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  • How would I set up equations to model a ball bouncing back and forth across a flat room at a constant max. height?

  • R0J0hound:

    The environment is relatively square, yes. I guess I left out that I want the balls to be under the influence of gravity. Still, I think your general solution is the way to go. Thanks for that.

  • Maybe turning 'bounce of solids' off in the bullet behavior and making my own bouncing behaviors using instance variables is the way to go...

  • Thanks for the suggestion, Part of the gameplay involves avoiding balls so having an invisible ground would remove that difficulty.

    Another idea I had was to have the balls destroyed if they're both near the ground and have a velocity vector sufficiently close to horizontal. It's not ideal though and I haven't tested whether it's doable or not.

    EDIT: I had to look up Jacques Loussier. My Bach knowledge is far less than my rock knowledge.