Does Interpolate kill Overlap/Collide
Working on my game for Brain Tumors, but Iran into a bit of trouble. Tumors move from edges of screen to bottom and when they touch the brain reset. To add flare JP thought it would be cool to make the brain pulse (I love the idea). But When interpolate is on, the overlap/collide feature no longer works and the tumors just continue to through the brain without colliding.
Vid of the working collide.
![](https://img.youtube.com/vi/N202Pe88E9o/0.jpg)
Rule: size.width <= 161
Interpolate size.width to 180
Interpolate size.height to 160
Rule: size.width >= 179
Interpolate size.width to 160
Interpolate size.height to 140
But when the two rules that turn the interpolate on, are on my tumors no longer recognize the collision with the brain...
Any Help?
Thanks
Michael
Vid of the working collide.
![](https://img.youtube.com/vi/N202Pe88E9o/0.jpg)
Rule: size.width <= 161
Interpolate size.width to 180
Interpolate size.height to 160
Rule: size.width >= 179
Interpolate size.width to 160
Interpolate size.height to 140
But when the two rules that turn the interpolate on, are on my tumors no longer recognize the collision with the brain...
Any Help?
Thanks
Michael
Comments
Better to animated over grow one image I found. Sucks.
I would limit using interpolate for non-gameplay things.
Use interpolate as much as u can
And I absolutely take offense, because you simply called me out instead of explaining yourself. Saying "no offense" does not absolve you from causing offense.
All my game ePig Dive was done with interpolate, the only actor that have movable checked is eddie (The Pig)
cheers-
Just like mago my newest game uses all interpolates and non moveable actors. Also just like him the only moveable actor is the main character, and still uses interpolates, Its also a line drawer type infinite runner, so its all based on collosions and works perfectly. Also the player doesnt actually move at all, everythign else does. if i used anything besides interpolate in all my rules the game wont run on anything but iphone 4, with interpolate and non moveable it runs on all devices perfectly.
If you learn to work with interpolate it will be your best friend
So using physics is out of the picture anyway way. I don't know how to make things bigger with gravity.
The video shows the tumors colliding just before the size change.
I don't under stand why my interoperate of the size and width (not position) kill the collide with my tumors which are MOVING towards my brain.
Breakfast first and then I wil post a vid.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
You could try using a timer and a change attribute rule to test that theory out.
Make rule that turns on a timer for: every 0.05 sec (or something very rapid) to do change attribute self.height to self.height +1 (same for width)
You would have to make a special attribute to trigger the rule on/off and have it turn that trigger off once it's to the size you want.
I meant my solution as a way to test if it's the actual interpolate that's causing your issue or something else. And if it worked, maybe it would present a possible end solution as well.
This sucks....
I want to keep this thread open for those looking for answers.
Thanks
Michael
The "visible' brain interpolates between 160x140 pixels to 180x160 pixels. The "invisible" brain remains in the middle at 170x150, and the effect is still pretty good.
Timer
->For 1 sec
-->Timer
--->every 0.1 sec
---->change attribute "self.size.width" = "self.size.width+1"
---->change attribute "self.size.height" = "self.size.height+1"
This will add 10 pixels to your actor for 1 sec so just adjust it according to your needs. Unless you got double digits quantity of these actors on the scene i dont see any drop on frame rate by doing this.
p.s this is one of those time i wish GS forum has a code form
I have a weird obsession about making all of my games run at 50 FPS or higher on devices low as 2nd Gen.
I would want the actor to increase 20 pixels. So a .05 actor would be needed. This looks very nice