Looking for Custom Alternative to 8 Direction Movement

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  • So, eight direction movement and the bounce movement don't seem to be cutting it for me anymore. Too many collision issues and going through walls and the like, as well as the glitch where if you have an Event that changes a movement on something, and that movement has "moving at start" unchecked, it'll move regardless, but also enter into a sort of limbo state where it no longer recognizes collisions or "stop" events.

    So I tried making a player and AI controlled Vector movement, and couldn't get that working either. Complicated, and lacked an easy acceleration and deceleration function. So, does anyone have any examples of an eight directional custom movement around? Preferably one that does not use "detector" objects with it.

  • this may provide a nice beginning:
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    pros of fastloop movements: pixel-perfect collisions even at highest speed
    cons: may overstress your system if abused (i.e. applied continuously to many objects)

    a selection of my Fusion examples can be found Please login to see this link.

  • Hi there Kid_Roleplay,

    8 Direction and Boncing Ball movement - the collisions work pixel perfect, it could be something in your events,
    would you be able to post an example of how you are doing the events to have a look? :D

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  • the built in bouncing ball collisions and 8 direction movement collisions are awful, no matter what you do they'll always be jittery and sticky, and you'll always have less control over them, no serious game should use them IMO.

    There are loads of solutions for custom 8 direction movements, I might be able to upload a few examples later or tomorrow.

    Check out my Game on Itch.io
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  • The project I've been working on is beginning to become much too big to upload here. Namely, the two built in movements don't cooperate well when it comes to collisions that aren't static backdrop obstacles. If I were to define an Active Object that's meant to serve as a platform, things get wonky. Sometimes it decides to work for the player, and sometimes not. I've yet to figure out how to get it to work consistently for level layouts, but as for the bouncing ball movement, or AI movement, it's ALWAYS intermittent. Very often, they "collide" themselves so much that they start pushing themselves through all obstacles and end up out of bounds.

    I do plan on having a lot of objects at any given time using movements, so that which drains system resources quickly wouldn't be so great.

  • Also, I like the simplicity of the one you posted, DaveC. Though the only immediate issue I have with it is that when moving diagonally, you have the combined vertical and horizontal speeds at their maximum, so you're traveling at that diagonal speed faster than the others.

  • So I did this:

    X Pos = X Pos + (speed*Cos(angle))
    Y Pos = Y Pos - (speed*Sin(angle))

    Only, now the diagonals aren't working right. As in the speeds are different, or rather slower, somehow than traveling strictly horizontally or vertically.

  • You have to store your Xpos and Ypos as alt. values and operate sin-cos calculations on that,
    X and Y object's positions are pixel integers and won't work well with decimal operators (sin_cos)


    start of frame >>
    set Xpos_Val to X position
    set Ypos_Val to Y position

    on movement >>
    set Xpos_Val to Xpos_Val + (speed*Cos(angle))
    set Ypos_Val to Ypos_Val - (speed*Sin(angle))
    set X position to Xpos_Val
    set Yposition to Ypos_Val

    a selection of my Fusion examples can be found Please login to see this link.

  • Move Safely has no issues with floating point movements, why would multiple objects be hard to implement? If you're storing the X/Y values in a value of the object you're moving, each object will be independent.

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  • It's just that I'm going to be putting this to use in a game with some complicated movement and obstacle management. Move Safely crashes on me when I mess around with it, trying to understand how to put it to use, so it's just the daunting task I have ahead of me that I'm not so keenly looking forward to.

    I wonder if there's an example around that uses the object extensively so I can see how it works when it comes to needing to check for collisions on multiple things (walls, projectiles, other enemies, jump plates, etc).

  • I'd like to see an extensive example of Move Safely as well...

    EDIT: actually, I think i realize now that this component doesn't MOVE the object, but only checks for collisions during a move...

    Kevin Gunn (Tuna) - Hey! Check out MechaBall on iTunes by scanning below!
    [SIGPIC][/SIGPIC]

    Edited once, last by Tuna (September 3, 2015 at 4:10 AM).

  • I think it does that as well. I had tried something similar to it within code itself to try to keep collisions working right, where X and Y position were preserved while not overlapping an obstacle, and then an event further down where if the object was overlapping an obstacle, it'd set the X and Y positions back. Of course it didn't go as planned, which is why I'm looking into this object now. Problem is, I'd like to use it with objects that'd have a number of different movement types and collision circumstances, and I'm not sure where to place all of the events like Prepare, Commence, and Move out, because defined movement would be all over the place.

  • Now it's just getting aggravating. I have two objects now with the exact same collision code and very similar movement schemes. One works fine when hitting backdrops, and one does not. Yet both work perfectly fine when hitting obstacles that are Active Objects.

    Do I need a separate Move Safely 2 Object per player/ enemy?

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