This is my first post to this forum, to which I've been a reader for some time and have found some invaluable help with my project already.
I am creating an adventure game based around static frames representing 3D "rooms" created with pre-rendered 3d objects imported as graphics and a 4-direction custom movement system which replicates the Z-axis by adjusting scales and vectors.
However, to achieve a convincing effect of walking in a straight line in a square room, the forward/backward directions are skewed to an angle depending on the player's X-position in relation to the horizon "vanishing point", which is high up in the horizontal centre of the frame.
The maths has been baffling so far considering I've learnt it as I've gone along.
Now, if you'll excuse the pun, I have run into a bit of a problem regarding collisions- particularly in the forward/backward direction due to the interference of the added skew towards the direction of the horizon vanishing point.
I've drafted up a test frame demonstrating odd lines and objects as obstacles in order to fully test the collision system- nothing fancy and in a couple of scenarios, when attempting to go forward/backward I can get the player to move through objects in the opposite directions because the collision loop is triggering when the collision marker (a black oval) object is placed in a position where it is still overlapping the obstacle, due to the effect of the skew- because the angle is literally reversed to match the direction the player came from.
Any help would be appreciated.
Until I overcome this problem, I can't really progress with the rest of the game, as obviously movement is crucial to any game.
I can try uploading the .mfa file on request.