Soul boy is @509robotic’s OC.
Let’s wait to hear his opinion before changing anything
my god. I can use a not garbage software.
does anybody know how the platforms in “testing grounds” collide??? the blocks don’t even have code!?! where on earth did the code go?
no like seriously
BAD ISSUE
while trying to make a semisolid for triobyte (my engine has semisolids) i found that it was behaving like a solid block. this also seems to apply to all the other blocks. “testing grounds” has platforms with no code inside and it works, as i said above. this… is pretty bad, and i have no clue how it started. at this point you guys have edited the code more than me for all the characters and stuff, so if anyone can find it, it’s at least 1 or 2 of yall. help!!!
https://drive.google.com/file/d/1YZTvMfB1lnRrTmDSYTvsTOMGeIXTF10E/view?usp=sharing
oh it was probably because i moved the block collision detection code in the it ti tit it thing it go in the thin, the block has no code it is treated as default block and i was planning to make it so if you say this clip has this properties upGate or something the collision code treats it as a up gate
and i moved the block code from the block i removed it from the block i disliked it, the thing now gets all the blocks that are in a clip using some undocumented property (why are there so many useful un-officially-documented properties?) to get all the children of an object and yeah
so how would i make something a semisolid?
*how to implement the semisolid already in my engine into the game because pkhead changed stuff
actually idk how to make a semisolid i’ve never done that before but i’ll see
i have a semisolid in my platformer engine, so how do i change the property of a block or whatever
Hehe
Baron’s pf pic makes him look like he’s angey at everything
the way i was planning to make it work was to make a script in the block clip that says
this.upGate = true;
//or
this.downGate = true;
//e.t.c.
i didn’t hide it i removed it
and at the start of the funcs script there is a function to collect all the level blocks and put them in an array
then in the player script, it goes through all the blocks in the array to see if it’s colliding with it.
@pumpkinhead is really good at doing magic tricks, I think you did this by placing the blocks in one layer and referring to them through the code as the layers children or something? And then u made the children in that layer all do one thing, so now that makes it complicated to make another block act differently? I’m using question marks b/c I don’t really know how u did it.
Idk, it’s just creepy when u click a block that acts as a block, and then you find no code inside!
Is this some type of Halloween curse?
Woah that’s spoopy as hec
but its weirding out baron a little too much so @pumpkinhead please do take the time to explain to him
Yes you are correct. I had trouble explaining it so sorry for the confusion. But blocks don’t do anything anymore. Instead the player decides how it will collide with the block. This is the first thing I did when working on this project and I’m surprised that nobody noticed until now. I don’t like the the code being in the blocks because I believe that repetition in code is bad. If you want to make a change, then you have to go through everything with that code to make that change. That’s why stuff like subroutines, macros, and functions exist.
And also I was planning to if you put a script in a block to define a certain property in said block, it will put a flag or something for the collision code so it knows this block is a semisolid. Like if you put this.upGate = true;
in the block’s default script. Except I hadn’t put that in the code yet. I can’t do that right now because I have school.
wait, I am? oh, I thought I was just making up stuff lol
Take ur time, I’m in school too, but I have a lunch break rn
this.upGate = true; doesn’t work (default tab)