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Thread: how to make character disappear

  1. #11
    Clicker Fusion 2.5 Developer
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    @Janette5 ah yeah it does work a bit better now lol. but when i select the alligator with the clown it gets kinda crazy, like the clown glitches out the frame and comes back a few seconds later.

  2. #12
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    Yes, that's because the alligator is more than 500 pixels wide and this code sends an object back 200 pixels - so they will still be overlapping the alligator - maybe we can modify it to always send the alligator back 200 pixels and not the object its overlapping.

    So with the spawn from left we can do this:

    Spawn from Left is on
    Group.Bad is overlapping Group.Bad
    First Choice Bad Guy <>6
    Second Choice Bad Guy <>6
    Pick one of Group.Bad
    Group Bad: Set X position to X( "Group.Bad" ) - 200


    Spawn from Left is on
    Group.Bad is overlapping Group.Bad
    First Choice Bad Guy = 6
    or
    Spawn from Left is on
    Group.Bad is overlapping Group.Bad
    Second Choice Bad Guy = 6
    Alligator: Set X position to X( "Alligator" ) - 200

  3. #13
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    @Janette5 so like this? Untitled.jpg

  4. #14
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    Yes, that looks right.

  5. #15
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    @Janette5 ok so i just tested it out and it works better but it still has the clown and alligator overlap and it causes the clown/alligator to walk away for a sec or them just walking towards you but both overlapping each other. maybe i should increase the pixel distance to 500?

  6. #16
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    Try that - but just with the alligator bit - move the alligator back 500 pixels and see if it works. Else change the timing on one of them so that they don't overlap as often.

  7. #17
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    @Janette5 i just tried changing the pixel distance, time, and even adding a mil second in between but it didnt work. i might have to play around with it for a while to see what else to do. but i do have one more question, in frame 1 is this what you meant when restarting the global value? Untitled.png

  8. #18
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    Yes - resetting the global value.

    From the right you're creating both the clown and the alligator at 10 seconds. You should change one of them to either 9 seconds or 11 seconds so that they're not always created overlapping. If that still doesn't help, I'll have a look at it tomorrow.

  9. #19
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    @Janette5 ok i was just making sure, but for the clown and alligator i did change the creation times and it still made them overlap. ill also check on it to see what else i can do. but thanks for all the help

  10. #20
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    This glitch with the clown and alligator is not caused by the new code - it's caused by the command - when group.baddie collides with another group.baddie - then bounce.

    You can see that happening, because the new code pops them to a new position - where here they are turning around and walking away - it means that there was a collision behind them and you can see that - the alligator will turn around and then a second later the clown will enter - so the clown caught up with the alligator from behind - the collision event triggered which caused the alligator to turn around and walk off screen. I did change your collision code to this - which slightly improved the result:

    * Collision between Group.Bad and Group.Bad
    + Group.Bad is in the play area
    + Pick one of Group.Bad
    Group.Bad : Bounce

    ______________

    Because I asked you to remove the tick from destroy object if too far from frame - it's necessary to manually destroy the object, because once the baddie has turned around and walks off screen, he keeps on walking - so insert this somewhere:

    * X position of Group.Bad >= 2000
    Group.Bad : Destroy


    * X position of Group.Bad <= -2000
    Group.Bad : Destroy


    * Y position of Group.Bad <= -2000
    Group.Bad : Destroy


    * Y position of Group.Bad >= 2000
    Group.Bad : Destroy

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