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Point & Click - Dysfunctional Collisions & Movement (v2>v3) #847

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Geonjaha opened this issue Dec 10, 2021 · 3 comments
Open

Point & Click - Dysfunctional Collisions & Movement (v2>v3) #847

Geonjaha opened this issue Dec 10, 2021 · 3 comments
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bug Something isn't working

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@Geonjaha
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Geonjaha commented Dec 10, 2021

In point n click mode, I had locked movement in each direction by binding a key to move 3 tiles each time, and used collisions to prevent movement outside the UI shown.

Now (in converting to v3), the movement seems to be back to being unlocked (or the underlying movement wasn't overwritten by the script attached to the button), and the collision boundaries also seem very ineffective.

Gif shows before (v2) and after (v3)

PnC Cursor

Image below shows the collision boundaries (both versions)
image

Image below shows the scripts used for movement. Same respectively for all four directions
image

Platform:

  • OS: Windows 10 Pro
  • GB Studio V3.0
@Geonjaha Geonjaha added the bug Something isn't working label Dec 10, 2021
@RichardULZ
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Note that per tile map collision was never part of point and click (though i don't see why it shouldn't be? Would be really useful).

Otherwise it's most likely doing both the default movement of pointandclick, plus the scripted movement.

Wether this is solved by removing (or having the option to remove) default functionality of a button with attached script (used to be in 2.0), or another event that stops player movement, needs to be investigated.

@maxoakland
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I agree that tile collisions should be part of point & click mode

@gmarty
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gmarty commented Dec 16, 2021

Yes, tile collisions should part of point and click mode.
Hopefully you can still opt out of collisions and get the current behaviour by adding a Set Actor Collisions Disable on the player (cursor).

There is this use case where you want to be able to move the cursor anywhere on the screen, but actors must still conform to collisions when they move, a la Maniac Mansion.

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