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Thread: Bouncing off obstacles with 8-dir movement

  1. #11
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    OldSchool80s's Avatar
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    I've been reading this thread, is this a MMF bug or a way you want your game to function?

    There is a bug with the MMF Pinball Movement that Francois is going to look into, see:

    http://community.clickteam.com/showthread.php?t=78490

    If this thread deals with a "bug" in MMF, it should have attention called to it to be fixed, however if it's just a feature of how you want your game to work, then scratch this last line.

  2. #12
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    Asholay's Avatar
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    Quote Originally Posted by DistantJ View Post
    There are a few cases where you can make it so that the collision detectors move further away from the object the faster it is moving, to help prevent it from overshooting backdrops, perhaps give that a try?
    Thanks DJ, will have a go of that.

    Quote Originally Posted by OldSchool80s View Post
    I've been reading this thread, is this a MMF bug or a way you want your game to function?

    There is a bug with the MMF Pinball Movement that Francois is going to look into, see:

    http://community.clickteam.com/showthread.php?t=78490

    If this thread deals with a "bug" in MMF, it should have attention called to it to be fixed, however if it's just a feature of how you want your game to work, then scratch this last line.
    I think it's difficult to classify as a bug or not mate - as DJ says, it's likely to be an issue coming from the KNP days, so probably impossible to fix until MMF3 framework - in fact I think I might have seen a thread somewhere explaining why collision detection is ropey. Something to do with when an object moves faster than 1 pixel every frame, when it collides with an obstacle, it would be 2 pixels into that object when the frame is redrawn, so the system compensates by moving it back to its original position before it tried moving those pixels - something like that.

    It's just something I need to work around as it looks terribly unprofessional to have objects jitter around the backdrops and speeding along walls when you move into them.

    I'm going to have a shot at some multiple movement ideas, whereby colliding with an obstacle will switch your movement type to pinball or something, and move you away - then revert back, see if that works.

  3. #13
    Clicker Multimedia Fusion 2iOS Export ModuleXNA Export Module
    Asholay's Avatar
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    Here's what I've managed so far with the collision detectors:

    http://www.youtube.com/watch?v=uqycY...ature=youtu.be

    Method.jpg

    I've attached a quick capture direct from my xbox using Elgato, and have added the code I've added for the collision detection.

    Everything seems to work fine apart from when you move diagonally into some obstacle blocks - and then for some reason, as mentioned above, it stops the collision detection? Is it my code?

  4. #14
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Hmm, ya know, I do think a custom movement (set it to static and build your own with X and Y co-ordinates) would be favourable here. It won't slow the XNA exporter down enough for it to be a problem. The game looks great, I think it'd be worth doing so, you'll have full control over it too.

  5. #15
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    Asholay's Avatar
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    Fair enough thanks DJ - time to bite the bullet and put something together; sooner it's done the better I guess.

  6. #16
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    Asholay's Avatar
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    Ah - actually DJ I managed to resolve that diagonal movement problem with some flag checking in the debugger.

    Turns out my collision detectors were too large, so when you moved into a diagonal set of blocks with at least 2 blocks each side, all 4 of the collision detectors were firing at once rather than just the two that I thought were overlapping.

    So at the moment a hybrid system seems to be working perfectly, giving the best of both worlds - thanks for your thoughts and suggestions, certainly helped me out.


    edit: for anyone who wants to use a similar system, it's vital that the events are in the order above. If you have the always position check after the collision events, it still jitters around.

  7. #17
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    DistantJ's Avatar
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    Glad to help! Keep me up to date, I'd like to play the game when it's available, I have an XBox 360 and play the indie games on it (but don't yet have a developer account with MS).

  8. #18
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    Asholay's Avatar
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    Sure, no problem

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