bolosaur's Forum Posts

  • Thanks for the explanation.

    The reason I'm asking is because I'm having a *lot* of problems with object bounding boxes colliding with each other when they really shouldn't.

    For example, I have 4 16x16px boxes placed in 2 stacks next to each other on a 16x16px tiled grid.

    As such:

    [ ][ ]

    [ ][ ]

    I have an event that goes:

    If box is NOT overlapping crate at offset 0,1px && If box is NOT overlapping ground tile at offset 0,1px

    Move crate self.x, self.y+1

    The problem is that the top crates will NOT fall down if there is a bottom crate located in the stack next to it.

    For example, in this case the top crate would fall down:

    [ ]

    [ ] <-- When this is destroyed, the top crate falls down.

    But in this case:

    [ ][ ]

        [ ] <-- Suddenly the top crates can't fall down until this bottom crate is destroyed as well.

    Why is this?! The bounding boxes are set to the exact size of the objects, so that shouldn't be a problem.

    It's really frustrating. :/

  • Hi,

    I'm wondering what the "Is overlapping at offset" coordinate is based on in Construct 2.

    For instance, is it based on the coordinate of an object's hotspot? Or is it based on the edge of the bounding box from whichever side you are offsetting from?

    Thanks in advance.

  • Nevermind, I accidently made an error in the event editor.

    It works. Thanks! :-)

  • Thanks for the reply,

    I can't get the "nearest object" case to work.

    I did the following:

    1. If player hitbox overlaps box.

    2. If player presses D && Trigger once while true

    3. Pick nearest box to hitbox

    4. Destroy box.

    The problem is that it does not destroy one box. It destroys all boxes that are touching the player hitbox simultaneously.

    Can this be fixed somehow?

    Again, I only want to pick ONE box at a time.

    Thanks.

  • Hello,

    I'm currently coding a script for my platformer game where when the players' hitbox collides with a box and he presses the action key, he'll be able to pick it up.

    The problem however is that there will be cases where his hitbox will be overlapping multiple boxes, and in those cases I'd like to know how I could select - for instance - only the bottommost box?

    Comments and ideas would be much appreciated. :-)

  • Sorry for the bump.

    Is anyone able to answer my question?

    To clarify: exactly what decides that a behavior should bounce against solids?

    Thanks.

  • It does. Thanks a lot! :-)

  • So which movement systems automatically react to solids, and which don't? Is there a logic behind it, or is it just arbitrary?

    Thanks a lot.

  • Your example would only compare the loop to *one* object.

    I want to compare a value with the instance variable of ALL objects, until i find a match. :-)

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  • That's a good idea, but how can I access those instance variables then? It doesn't seem like I can do a foreach for every sprite object that exists in my game, or can I?

  • That's what I'm trying to do, but how do I do that? I can't find any relevant event triggers.

  • Thanks, but I still need the solid to work for everything else.

    I'm wondering how to make behaviors not automatically stop when hitting solids.

  • Hi,

    I have a race car behavior that I would like to ignore any and all solids present in the level.

    Is there a way to do this?

    Thanks a lot!

  • Hi,

    I have a variable with which I'd like to be able to select different kinds of objects based on what's specified. Is there any way to target objects based on their name?

  • Hi Ashley,

    I haven't written any third party plugins, but I do have some plugins that I've downloaded from the plugins list on this forum.

    To be specific, my game uses the following plugins:

    • Button
    • Text box
    • Socket

    And that's it.

    I PMd you the project files in case you're interested.

    Thanks for the reply.