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Tar



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14th October, 2006 at 11:17:46 -

I made 4 collision detectors, and put:
+"1up" press "up" and "front detector" is not overlaping "neutral" then -move front-
+"1up" press "left" and "left detector" is not overlaping "neutral" then -spin left-
...and so on...

Note: remplace -spin left- and -move front for the 360║movement...cos and sin thing.
And also "neutral" is a qualifier(group) consisting in all the walls and stuff that is going to block the player.

well...the problem is that the character behaves strangely when collisions something and rotates...I am sure you will know what is wrong.
What I want is that when the character collisions a wall at...lets say 35║, it continues going up, like sliding on a wall, get what I mean?
Thanks a lot....again.



 
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Tar



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14th October, 2006 at 11:18:12 -

Now I made 2 halfs of a elipse for the collision detector, and let the player always spin left and right, and only restricted front and back movement. It works a little better, but it stills a little ugly.
Help?.

 
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axel

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14th October, 2006 at 12:40:55 -

Uh, what?

 
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Tar



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17th October, 2006 at 09:44:56 -

oh...I guess I was easy on the introduction.

I maked a 360║ top-down movement engine, the player can rotate left and right and also he can advance or go back, I dont know how to detect the collisions apropiatedly.

Could someone with experience in 360║ top-down movement help me with that?.
Thanks

 
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Hayo

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17th October, 2006 at 15:07:36 -

This dutch foreigner here likes to know how to do 360║ collision detection as well, I promise I will make a reaaal cool game with it, thanks

 
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Tar



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17th October, 2006 at 18:18:33 -

well...yes, foreigner. I'm from Argentina.
There's nobody there who could help me?.

 
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Peblo

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  05/07/2002
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17th October, 2006 at 18:55:17 -

Huh, actually, I think it could be done. Lemme try when I have a proper computer.

 
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Radix

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17th October, 2006 at 21:59:15 -

It's a case of finding the normal, which is not something MMF really wants to do for you.
I suppose on a collision you could use fastloops to quickly position a rotating detector to find the exact point of collision, then use another rotating detector, this time centered on the first one, to determine the angle of the wall.
Wouldn't work properly on corners, but 95% of the time would probably be okay.

 
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Peblo

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17th October, 2006 at 22:03:25 -

Impossible math. Not even Jesus likes the normal.

Image Edited by the Author.

 
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Noyb



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18th October, 2006 at 00:10:01 -

I made a top-down custom engine a while ago that might be similar to what you're looking for: http://www.create-games.com/download.asp?id=4616

 
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Tar



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  12/02/2005
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18th October, 2006 at 10:06:53 -

ahh yes...that did it.
Thanks

 
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