Need help - collision detection kills movement

GoreCore's picture

So I'm happily making a "proper" game for the kart (not a short joke/parody crap) in KnP and suddenly all my motivation gets killed.

I try to make a Cybernoid-like maze/shoot'em-up game with ship exploring a maze. The thing is, I can't make a setting which won't kill ship's movement after colliding with maze's walls. I tried different settings, as an obstacle, platform, make the ship bounce away nothing works.

I beg you, if you've got time, please take a look in the workfile and tell me what I did wrong. The ideal testing place is the first chamber.

;(

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Game1.zip115.78 KB
qrleon's picture

I think the problem might be

I think the problem might be that the ship is much wider on the back side than the front, so when you turn around the "fiery exhaust" part of the ship can get caught in the wall. Maybe try removing the fire part of the ship, or repositioning the hotspot or something like that.

GoreCore's picture

Tried to fiddle around, but

Tried to fiddle around, but to no changes (except the ship started to jiggle like a jello). The collision fudgeup also happens when ship collides with the wall on the front side :/

Noyb's picture

Quick fix: use a simple

Quick fix: use a simple bounding sprite. Create a rectangle (or whatever simple non-animated shape you want) active object roughly the same size of the ship, with the hot spot in the same general location. Player moves the bounding sprite, and the bounding sprite is what collides against solid objects. At the start of the frame, make this bounding sprite invisible. Always set the ship's graphic to (0,0) relative to the bounding sprite.

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