Thanks, I will try some of those solutions out later, but I have a question.
Why does moving a sprite using events ignore collisons, but using the default movement it detects collisions? I made an example to help you understand what I mean.
It would be useful in making a block in the style of mario that would move up once hit and make an item fall out. Exactly like Madsters Avatar does. If I wanted to make a one of those blocks, I would make a sprite that had an animation that moves its hotspot up once hit, but I don't want to move the collision masks hotspot along with the sprite because that would cause some freaky collision glitch between mario and block if they overlap. It's useful because its convenient and because I don't want to have to make a whole other sprite just for collisions.
Nice job!
I working on a mario platformer.
I imagine it would work like this:
+ Mouse and Keyboard - Shift is down
- Hero - User is holding jump in air
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ok, so I played around with it some more but I still can't get it to work all the time (even if there are an odd number of grid spaces. The overlapping at offset didn't work either. So, is the grid movement broken or what do I need to do to get a proper collision no matter what?
Member since 9 Mar, 2010