Game Development Community

Suggestion for T2D Collision

by Bryan Edds · in Torque Game Builder · 03/12/2005 (2:57 pm) · 6 replies

Forgive me if this feature is already in, but if it's not, it's one I would love to see :)

Okay, you know the different default collision behaviors that can be set for a sprite's world limits like "CLAMP", "BOUNCE", etc? It would be sooo cool if this default collision behavior can be easily set for other type of collisions - EG - between a sprite object and a tile.

That would make many things sooo much easier to do.

Thanks for listening guys, and GREAT job on T2D!

#1
03/12/2005 (3:51 pm)
You can set a collidable tile in the TileEditor by clicking the little X in the corner of the sprite window, it should then give a green tick, select the sprite then when you put it down it'll have a green box around the tile.
Is that what you were thinking or something else?
#2
03/12/2005 (8:15 pm)
Yes, Robert is correct. But thanks for your input anyhow! :) I probably wasn't to terribly clear in my post :(
#3
03/13/2005 (2:01 am)
@Bryan: You are asking for other collision responses (not matter what object) similar to the world-limit?

Already on the list of things to do!

It won't make it into the next update but we will be doing that most definately. :)

- Melv.
#4
03/13/2005 (7:58 am)
Thanks Melv!

I'll probaby just put some placeholder collision responses in until then. :) Glad to know it's on the way!
#5
03/13/2005 (12:40 pm)
Thanks for the code, but I'm not deleting my object when it collides. It's more like an town map from Chrono Trigger than a shooter. Say I'm pressing up and right in the game - if I set the velocities to 0 when the collision happens, my character will come to a dead stop. What I want is for him to slide against the wall, and once he gets around the corner, continue moving both up and right.

It's actually a difficult thing to code. I can't even think of a simple way to approach the problem outside of modifying the engine (taking the world limit "clamp" functionality and splicing it into the fxSceneObject2D collision routines).

Thanks anyhow!
#6
03/13/2005 (10:31 pm)
I'm probably too tired to say anything useful, but can't you just "clamp" (set to 0) the velocity in the direction of the collision and not the other one? I must be confused about what you want to accomplish. :)