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Thread: Custom movement -- collision detection problem

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    Custom movement -- collision detection problem

    Hello all, I realize that this is a common post so I appreciate any help that you talented folks may be able to offer :-)

    I'm trying to make a custom movement, sort of a hybrid between 8-directional movement and platform. The end result should act somewhat like the popular '90s arcade beat-em-ups, but it will be used for a different purpose.

    Anyhoo, I'm trying to test the position of a shadow relative to the position of a qualifier, because I don't want to copy and paste the same thing a million times for objects that are essentially the same thing. But the test uses X/Y coordinates and MMF tends to just like to pick the first object of the qualifier created and use those coordinates (it's hard to explain but if you open the file, you'll see what I mean).

    Basically I want the edges of the screen to stop the character (working) but also any other obstacles.

    Thanks in advance for any suggestions that could be offered!!

    PS: try to ignore the fact that I'm using a Megaman sprite. It's just a placeholder that will be replaced with something different in due course.
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    Re: Custom movement -- collision detection problem

    I think it will be easier to make your character have the collision sensors than having it for obsticals.
    This will save you more time and be more stable.
    Using the layer object would come in handy here too.

    Looks good so far.

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