Robobomb

Bombini

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  • Posts: 1401
I think I see what you mean one side of Robo is slightly bigger than the other. They are centered however as far as I know but I'll double check.
Pretty sure thats it

Bomberman101

  • Posts: 17
 Hey guys,

 It seems as though the explosion animation isn't changing to an "explosion" group but rather staying as "bomb" group instead. I double checked that the explosion animation is set to "explosion" and it is, whereas the original bomb animation stays as the bomb actor's "bomb" group.  It might just be that the bomb animation has a small 8x8 collision box while the explosion has a larger 46x46 and the drastic size differences fences it in but if that's the case what may be the solution to this, if any?

 Edit: Another thing I've noticed is that the player can walk into one of these explosions and still be unaffected. It seems the collision groups aren't changing at all. However the explosion animation is set to a sensor while the bomb animation itself isn't, and the player can walk through an explosion with nothing happening at all.

 Edit 2: Setting the bomb actor itself as an "explosion" as its main collision group does appear to work in terms of actually making collisions function. But I would really like to have it so that the bomb actor changes from one group to another.

 As for the wall glitching problem the origin points are centered and the collision boxes for the animations are the same for the most part except for a 2 pixels difference in a couple of them.

Edit 3: I updated the game to show the issue I'm talking about. Nothing is reacting to an explosion. The difference between this version and the old one is that the explosions and bombs are the same actor here whereas before the explosions spawned as a separate actor from where the bomb actor hit something.

Edit again...: It seems the game didn't update. I tried publishing again and welp no luck. I'll make a separate game/link instead.

« Last Edit: June 01, 2018, 04:53:15 pm by Bomberman101 »

merrak

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  • Posts: 2738
It seems as though the explosion animation isn't changing to an "explosion" group but rather staying as "bomb" group instead. I double checked that the explosion animation is set to "explosion" and it is, whereas the original bomb animation stays as the bomb actor's "bomb" group.  It might just be that the bomb animation has a small 8x8 collision box while the explosion has a larger 46x46 and the drastic size differences fences it in but if that's the case what may be the solution to this, if any?

You can customize the collision group for each animation, but the 'group of actor' should always remain the same. It'll probably be easier in the long run to manage things if you use a separate actor for the explosion and the bomb. When the bomb is killed, create an explosion in its place.

Bomberman101

  • Posts: 17
 That sounds like a much simpler solution. I think I'll stick to that then, thanks!

Edit: It actually works very perfectly now. See the problem was that whenever the explosion actor spawned it always spawned awkwardly (a few pixels off making it hard to predict where an explosion would show up). Moving the explosion actor's x and y position itself as it's created however seemed to be all I needed to do. This was a problem I've been trying to solve practically since the time I first started working on this, so thanks again for the help!

 Now that this is fixed I'll go off and try to make a better set of introduction levels.

« Last Edit: June 03, 2018, 08:31:53 pm by Bomberman101 »

Bomberman101

  • Posts: 17
Well it's been a whle. I've made quite a few changes and I think will be ready to update this soon.

Bomberman101

  • Posts: 17
Updated! What are your thoughts?

I'm trying to get a feel of the original Bomberman Hero gameplay but in a 2D style.