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Moving sprites request.


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#31 Jenny

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Posted 22 April 2012 - 08:49 PM

Sent it to you.

#32 MoscowModder

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Posted 22 April 2012 - 09:02 PM

It gets stuck because it picks a random direction each time, not caring if that direction is solid or not. I'd suggest not putting it somewhere where it's easy to get stuck.

#33 Jenny

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Posted 22 April 2012 - 09:09 PM

I didn't.... icon_confused.gif

#34 MoscowModder

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Posted 22 April 2012 - 09:13 PM

You put it in front of the house, where it got stuck in my trial.

#35 Jenny

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Posted 22 April 2012 - 09:15 PM

So, can I only put it in open areas?

#36 MoscowModder

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Posted 22 April 2012 - 09:50 PM

That would be preferable.

#37 Jenny

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Posted 22 April 2012 - 11:00 PM

Well, either way it can get stuck, which isn't very pleasing.

#38 MoscowModder

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Posted 22 April 2012 - 11:08 PM

Argh.

This small fix should make it get out - if it can't move in its chosen direction, it cycles through the remaining 7 directions and tries each of those.
Better script


#39 Jenny

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Posted 22 April 2012 - 11:15 PM

Still doing it. icon_frown.gif

#40 MoscowModder

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Posted 22 April 2012 - 11:24 PM

Sorry, I'm all out of ideas. Just try to put them in open areas where they can't get stuck. If there are a few places to get stuck, they will free themselves eventually.

#41 Jenny

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Posted 23 April 2012 - 08:04 PM

I'm sorry for all the trouble, MoscowModder, but, would anybody else like to try and help out with this?

#42 tox_von

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Posted 23 April 2012 - 10:13 PM

couldnt you just take the collision stuff off?

#43 MoscowModder

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Posted 23 April 2012 - 10:22 PM

And let it walk through walls? That's even worse.

#44 tox_von

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Posted 23 April 2012 - 10:33 PM

how does this work? i havent used it but it looks like it would work for stuff like this.

QUOTE
bool CanWalk(int x, int y, int dir, int step, bool full_tile)
* This should allow any scripted object to easily mimic Link styled LOZ solidity collision
* checking, be it Link, FFCs, or enemies.
* Note - You should use full_tile=true if you don't want the upper eight pixels to overlap
* solid combos as per LOZ1 behavior.





#45 MoscowModder

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Posted 23 April 2012 - 11:00 PM

I assumed the special autoghost version of that function, which I had tried before, would work here. I guess it can't hurt to try... *tests*

Well.... color me astounded! It WORKED!!! Thanks!
This script is perfect



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