At work so I can't check your file. Did you add a 2nd PMO object, and make sure to check for the collision for player 2?
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At work so I can't check your file. Did you add a 2nd PMO object, and make sure to check for the collision for player 2?
yes, I did. And the conditions are the same as the first PMO (but changed for the other character ofc) so I can't really find a reason for it to not happen... :crazy:
Ahh, thankfully the fix was easy, in Ryu Move 2 - you have the PMO and the player sensor set to player one. Just change those to P2 and it works fine. :)
Thanks for all the help... But I can't get the collision to work between the two fighters. I want them to be able to fight :S
http://www.mediafire.com/download.php?wtd1mzmrjo1
And the ground they walking on, I want it to be invisble I can't get that to work.
Help? :P
un-check visible at start
I can't, it's backdrops... But that's not really the main problem...
I want them to be able to hit each other. But I don't know how...
Well, you could use active objects instead of backdrops for the ground. Just need to test for collisions with those objects instead of the backdrop objects.Quote:
Originally Posted by Simon92
As for hitting them, I'd just use active objects as invisible collision boxes. For instance, you could create an invisible box at the end of a fighter's fist on the final frames of a punch animation. If the other player collides with the invisible box, do your events for them being punched, etc.
or, test your player sprite, hitting the enemies 'movement box' and that an attack animation is playing. You might also throw in a check to say something like, Attack punch is playing + frame of animation = 3.
And just re-produce the code I put in there for the original Ryu hitting the punching bag. Just pretend the punching bag is another player mover sprite.
Also, you might try using the semi transparency ink effect on the backdrops and set it to 100% or whatever to make them invisible. That should work.