With my Baby Ghost engine, I coded it so that collisions with hurtful objects (objects that cause damage or cause you to bounce away) are based on Group.Bad. That way, I could make it that colliding with any object in the Group.Bad would activate the code and I wouldn't have to code them seperately. However, the code is only activated by two of the objects in this group (the up-facing spikes and down-facing spikes). I'm pretty sure that this is an inherent problem with MMF2, but is there a way around this so that I don't have to code each different object separately?
Ah, the infamous qualifier collision detection bug. Most people claim that it's just bad coding, not a MMF bug, but I don't really know anymore. What I do know is that it's really messed up a lot of my games.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Lol, that code has been vital to getting my games to work. I refer to it as the "Pixelthief code" in my comments
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.