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Wall Pin Board is a hyper causal game developed for fun and inspired by YouTube video whose link is given in description
• There's no diagonals in your capx. Anyways the idea's only fault is how far you overlap the wall depends on the speed, which may or may not be acceptable for your purposes. I'd guess in general for any wall in your game you'd put those wall sprites around them. For diagonal you may need to put two of them. Like for a diagonal going down and to the right you'd put a bottom and left sprite along the top right of the sprite.

Yep, finally a person who understands the problem, and speech relevant/constructive suggestions.

I was not really looking for a universally valid method to deal with the problem, but right for the game I'm working on now, where Player's speed is constant and I can handle the size of the walls to dampen the sink due to the collision of the box if If it was too fast it would overtake it. The discourse of the diagonal walls is also correct, I had already thought of superimposing the two walls.

The only fact is that I have to fill the layout of these overlapping sprites along the walls, so I was wondering if anyone found a simpler way, that "push out action" of the "customize movement" behavior you talk you think is simpler?

• I don't really have a simpler way per say. I actually don't use the customMovement's push out. Here is the push out/solid replacement I've come up with that works much better:

how-do-i-make-the-8-direction-behavior-slide-against-wal_p904925?#p904925

There are a few variations and although the logic is complex it should be usable by just copying it over.

They don't touch the speed of the object but here's a way to just measure how fast the player is moving and use that for seeing when it's stopped:

https://www.dropbox.com/s/fuly7efud7rvd ... .capx?dl=1

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• Just posting in here to remind everyone please to keep things civil - there is no need for personal attacks. Thank you everyone!

• I don't really have a simpler way per say. I actually don't use the customMovement's push out. Here is the push out/solid replacement I've come up with that works much better:

how-do-i-make-the-8-direction-behavior-slide-against-wal_p904925?#p904925

There are a few variations and although the logic is complex it should be usable by just copying it over.

They don't touch the speed of the object but here's a way to just measure how fast the player is moving and use that for seeing when it's stopped:

https://www.dropbox.com/s/fuly7efud7rvd ... .capx?dl=1

Admirable ... you are undoubtedly a pro!!

Yours that is a job up. Works perfectly, it ALSO PASSED the test of 1/2 pixel space bug that affect the "normal" 8dir collision behavior ( player-box-collision-issue_t192298 )!!!

Thanks a billion and so many compliments really..

Just posting in here to remind everyone please to keep things civil - there is no need for personal attacks. Thank you everyone!

sorry sir <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

• 19 posts