Collision glitch when using wrap
Approw
Member Posts: 703
I wasn't able to find an answer through search, so I thought lets ask the community.
For example. When a big wide beam enters the wrap zone on the left side of the screen, and it comes out on the right side of the screen, there is no collision detection on one side. Has this always been the case, or is it a temporary glitch? I could use the recycle method so I don't have to use warp, but then the game is going to be to heavy because there's too many actors in the scene.
If it's an unknown glitch, I will address it to the gamesalad staff.
Have a great weekend!
Comments
By "warp" do you mean "wrap" ??? So you're saying that when an actor wraps so that part of it shows on both edges of the scene, it only detects a collision on one side?
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Here's a demo showing what I think you are describing.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Sorry I mean wrap:) I will have a look
Yes exactly that, thanks for putting the demo up. I'm not really sure if gamesalad is able to fix this, because I think one side acts the way it should, and the other side is just like the replicate behaviour (like an empty image with no properties). So the actor's properties will only be active at one side at a time.
In a Doodle Jump style game I made I ran into this issue and ended up having to create my own screen wrap for the player so the other platforms and elements would not act like the demo above. So for example in the player I put a rule that reads:
Not sure if that type of thing will work in your case but it worked out fine for my game.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@jamie_c Sorry for the late response, TGI fridays;) No this is most probably not an option for me. There are so many actors connected to every platform that goes left and right. If I have to double the amount of platforms, it's going to run very bad on older devices.