rjamesuk's Forum Posts

  • 5 posts
  • I have a static object (the triangular shield) with the physics behaviour turned off. When it is turned on, it either drops nicely, or spins erratically. These two outcomes are determined by whether the Platform underneath is a physics object or isn't (as demonstrated in the video). Neither object is overlapping. Please help, i'm so confused.

    Links to both gifs:

    Platform Physics OFF:

    media.giphy.com/media/uQJEqqOIU0ESZbA6DM/giphy.gif

    Platform Physics ON:

    media.giphy.com/media/ljayacRwCjEgtCTBxZ/giphy.gif

    I don't understand why it creates an erratic response from the Shield object, just because its 'near' it. You can see neither object is touching when the shield physics are turned on, as it drops down slightly before colliding with the platform. Thanks

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  • Yeah it's already on the same layer as the Billboard which has camera distance 3d rendering. It seems to have trouble when the object is rotated around another object. I don't understand why sometimes the sword passes cleanly over the player sprite, but sometimes uses the rectangular invisible bounding box of the image

  • Just started experimenting with the 3D template. I'm trying to have a Sword sprite rotate around the character with a Z-elevation of 3, but when the sword sprite goes in front of the player billboard, it seems to be overlapping with the sword sprite's canvas box, rather than the actual sprite simply overlapping it. I get this horrible invisible canvas box overlap over the player billboard.

    Here's a gif of what is happening, thanks.

    gfycat.com/loathsomedangerousafricanfisheagle

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  • You have the Ground object's collision mask set to bounding box, rather than Collision Polygon.

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  • applern

    By default, event blocks are "AND" blocks, which cannot have two collision detections happen in the same block.

    The Event block must be an "OR" block. (right click block and select "OR")

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  • 5 posts