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Messages - TheFlyingBlender

#1
You nailed it actually Snarky, I'm trying to do a top-down perspective.  That probably would have been helpful information, sorry I didn't mention it!

I'm not sure I understand Khris' solution though.  How would a duplicate character be able to block a specific hole shape just by placing it in repeatedly_execute_always?

Is there any way to switch to alternate walkable area layers without reloading or changing rooms?

Thanks again for all your help here, I really appreciate it.
#2
Quote from: Khris on Wed 08/03/2017 10:45:57
You should be able to see the hole cut into the walkable areas by the NPC if you press Ctrl+A during the game.

Ohh, that's super handy!  I think I'll be using that a lot.

QuoteIf your game is high-res, the hole might be too small. In that case you can set the character's .BlockingWidth and .BlockingHeight to a higher value.

I wasn't able to find the hole cAbby was making, but setting one using those properties definitely made one appear.  So problem solved! 

I find I was misunderstanding how 'collisions' are detected though.  I was assuming the hole (or collision mask) was based on the shape of the sprite with its alpha channel.  I will be having a much larger character later in the game where a more precise hole will be required - is there a way to base the hole around the sprite shape like I initially assumed it was?  Or am I going to have use the Walkable Area layer to define this (and change it each time the larger character changes views/animations)?

Otherwise, thanks very much for clearing that up for me, it worked great!
#3
Hi friends!  I hope I did sufficient due diligence in forum/wiki/help searching, but I can't seem to figure this out.  But I'm also green as grass, so I'm sure it's something simple.

So I have my default cEgo, and a cAbby.  Both have the "Solid" property set to "True" under the Movement heading in their respective properties.  This didn't work, so I also went to the Global Script and, under the game start function, added the Character.Solid property.  It looks as follows:

function game_start()
{
   initialize_control_panel();
  KeyboardMovement.SetMode(eKeyboardMovement_Tapping);
  cEgo.Solid = true;
  cAbby.Solid = true;
}

However, cEgo will still walk right through (under) cAbby.

Thanks in advance for any thoughts you can offer! =)
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