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Thread: Collision problem

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    Collision problem

    I'm rather new to MMF2 but I've got some basics covered.

    I'm making an isometric RPG because I love them.
    I managed to put obstacles on the map so that the character doesn't just walk through them, but then encountered a problem:
    the character should be able to walk through certain parts of the obstacle.
    So I need to make it so that the character's feet cannot walk through any obstacles but the rest of his body can. How do I do it? I got no idea. The character is fully animated in 4 directions.

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    Re: Collision problem

    It's quite simple, really. Create a new active object and let it have the shape of the character's feet (the zone that should be colliding). Then put all the movement stuff into that object and turn it invisible - now always position the character on top of that object, and set the rotation to be the same too.

    Now only the feet will collide and everything on top is just graphics.

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    Re: Collision problem

    I just want to tell you that it's not a good idea to make an RPG game as your first MMF game.. You should start easy and after a year or two you've got enough experience to start like a professional

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    Re: Collision problem

    IMHO, a person can start coding anything they would like. MMF is a blank canvas for experimentation. My first application in 1999 was an RPG, although it turned out crude, it was great for learning. I think it is great that yueyay is doing this. Go for it, but be ready for a little frustration and set backs.
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    Re: Collision problem

    Quote Originally Posted by nivram
    IMHO, a person can start coding anything they would like. MMF is a blank canvas for experimentation. My first application in 1999 was an RPG, although it turned out crude, it was great for learning. I think it is great that yueyay is doing this. Go for it, but be ready for a little frustration and set backs.
    I agree, there's no reason why you should have to start with Asteroids or Space Invaders then do what you want. Just have to keep in mind that you'll most likely turn out something rather mediocre, but what you learn can be used in a remake or sequel to make it more complex and better.

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    Re: Collision problem

    Yeah.. my idea was to create a simple RPG, no complex battle systems or anything.. but I'm trying to make a platformer at the same time to see which one is more suitable for me.

    It's quite simple, really. Create a new active object and let it have the shape of the character's feet (the zone that should be colliding). Then put all the movement stuff into that object and turn it invisible - now always position the character on top of that object, and set the rotation to be the same too.
    I understood most of that. I know how to create an invisible active object the shape of the character's feet but I don't know how to attach it to the character. I bet it's simple but I haven't found the place where I can do it.

    I was thinking I'd do it like this in the event editor:
    When character is not stopped (aka moving)-> set invisible object's position to 400,290 relative to character


    Edit: another problem arises: When I put like "when active 1 and active 2 collide -> active 1 stops" the character doesnt properly stop at the object, the character sort of starts to slide against the object and then goes inside it (if you hold the movement button pressed)!

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    Re: Collision problem

    Ok, I sort of aggree that you can learn quite a lot.. But what I did very wrong was expecting my game to be good.. But it turned out to be a disaster... :/ So don't expect too much But you can always make a sequel. Unless the previous version got a too bad repurtation..

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    Re: Collision problem

    Back to topic *whizzz*
    First of all, name your objects. Active 1-105 will not be very helpful later.

    Second. You'll have to attach the character to the "invisible feet", not the other way around. It's quite straight forward too:

    Event:
    +always
    >set position of "character" to 0,0 relative to "feet"

    The "not properly stopping" problem most likely arises from your character being animated. This has always been an issue, but it's fixed with the "feet" trick, as that object is not animated.

    So don't let the character handle any collisions - only the feet. You'll even want to do the same thing for your enemies and NPCs and pretty much everyone.

    If I recall correctly, there's also an extension to stick objects together. It might make it less painful to associate lots of enemies to their feet. Oh and, if you're gonna do that, make sure to put all the variables of the enemies into the feet object, so the graphic of them is really only a graphic. It'll make many things a lot easier later.

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    Re: Collision problem

    Quote Originally Posted by Random
    If I recall correctly, there's also an extension to stick objects together. It might make it less painful to associate lots of enemies to their feet. Oh and, if you're gonna do that, make sure to put all the variables of the enemies into the feet object, so the graphic of them is really only a graphic. It'll make many things a lot easier later.
    Actally that extension [which I have and have used] only stciks objects together by the border, not overlapping. I just use spread values and if the enemy's spread value is the same as the feet spread value, put them together.
    Working as fast as I can on Fusion 3

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    Re: Collision problem

    How can you know you have the extension that I mean, when it doesn't do what I said? I mean the Sticky Object, and it does indeed stick objects together quite nicely and moves them together too (not only by the border), it even rotates them together if need be.
    Unfortunately in this case it does not help much, as it doesn't make it easier to synchronize objects (e.g. animation), except for their position and rotation. Indeed spreading values is most easy here, but it causes a lot of extra work / trouble once you start removing or adding new objects.

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