What i want is if you get stuck in a wall, you move to to the nearest position that don't have a backdrop. In Super Mario Bros 1-3, when you get stuck in a wall, you just moves to the right and you can't go to the left.
Here's the gif of Mario getting stuck in walls on SMB1.
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Stuck in walls fixing
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
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Just run a fast loop that quickly fixes this if it occurs. Or, in this case, you can just have it increase or decrease the X position to push the active.
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You should use a square obj like a player and make it invisible than set always the animated activ tho the players position !
Take a look to this !
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Just run a fast loop that quickly fixes this if it occurs. Or, in this case, you can just have it increase or decrease the X position to push the active.
But i'm already using a fastloop movement.Quote from espYou should use a square obj like a player and make it invisible than set always the animated activ tho the players position !
I'm already doing that too what i mean is if you get stuck in wall more than 2 pixels, you get out from that wall with OTHER fast loop detecting the nearest position that don't have a backdrop. -
Post a basic mfa with your problem and you'll get a fix much faster.
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Post a basic mfa with your problem and you'll get a fix much faster.
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What i mean is if when the game detects that you're stuck in a wall, moves the player to the nearest pixel that don't is a backdrop.
I don't have a mfa with it. -
since you can't directly "track/inspect" backdrops,
you can fire a loop checking surrounding,
(fire a loop to set a detector in a growing circle starting from player position)
and find nearest valid spot to non-valid positionOR (simple and effective)
you can "always" store valid positions of the player
(save its X,Y positions in some values when player is not overlapping backdrops)
and restore latest saved valid positionbut I think "preventing" this to happen with a good collision code
so that it never occurs, is usually the better solution X) -
I have done this.
Still not the best because only has for the x position and don't solves the other y position problems so someone may modify it. -
Hi GamerH2, why not just use the PMO object then you won't need to worry about getting stuck in walls. Like schrodinger wisely pointed out avoiding overlapping walls is the best solution
Here's a basic example
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;D I can use the one that i'm using!
Thanks for the help. -
Glad it helped
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also worth checking out the "move safely" object.. it does specifically this by design.
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