Whoa! Massive collision/size change issue!

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Working with GS (Mac)
So, something is not right. Like, at all.

I have a game that's nearly complete. I'm having some issues with the Power Ups. I have a bubble shooter game. I have a PickUp that shrinks the ball size.

The way I have it set up is this;
(The pick up flys in from the top of the screen), if it collides with the player it changes a game.attribute to the number 1. Then in the balls that I shoot I have a rule that if the game.attribute is 1 to then constrain attribute to self.size.width and self.size.height to the value that I'd like.

Then, I have a timer that after a few seconds it changes the game.attribute back to 0 which turns the balls back to their original size.

Now, here's my problem. When the balls change size to the small size the collisions are all jacked up. The ball that I shoot no longer destroys the objects, in fact, it's very erratic. Sometimes it destroys them, and sometimes it doesn't.

I didn't even mess with the collisions, just the size. So why are my collisions not registering?!

Comments

  • ChaserChaser Member Posts: 1,453
    I think it's a odd bug with collision. Back in the day collision was based on the original size of the object then if you changed the size it never collided the way you wanted it to. Try changing size with interpolate
  • DrGlickertDrGlickert Member Posts: 1,135
    Question; I tried interpolate, but I set the time to 0 seconds, and every time I've run it, GS crashes. Is this a known issue?

    However, Interpolate did work at 0.1 seconds. Thanks Chaser!
  • ChaserChaser Member Posts: 1,453
    Never tried at 0 but I have put timers at .003 For random functions and such
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