Interpolate Question.

CaptFinnCaptFinn Member Posts: 1,828
edited July 2012 in Working with GS (Mac)
Ok Im using the style of movement like the Main actor in StarDaze. It uses Interpolate. on touch move actor to touchxy.
Now my actor needs to travel thru a gap (open door) and I have the door close behind him. For some reason Collide behavior isn't working. Is this because its a interpolate. When I use a constrain to touchxy style of movement it works. But I have to use Interpolate. SO is this a Interpolate issue?

My actor is passing right thru the door and walls.

Answers

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Yes, interpolate does not work with collide rules.
  • CaptFinnCaptFinn Member Posts: 1,828
    edited July 2012
    Is there a style like this that would work with Collide rules? Or is there another way to emulate the Collide Rules? that would work with interpolate?
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    The only other way I can think of is to use a Move To behavior.
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    You could probably use a variation of tshirtbooth's demo. Its a real gem!

    http://gshelper.com/constrain-to-mouse-and-keep-collision-gamesalad/
  • MotherHooseMotherHoose Member Posts: 2,456
    @ Jeffnichols

    to use interpolateBehavior:

    gameAttributes:
    1. goToX … index type
    2. goToY … index type
    3. doorState … index type

    2 sensorActors for left/right of door … to set goTos touchX/Y

    demo: http://www.mediafire.com/?n1edbdnb6e1a0sb

    image MH
  • CaptFinnCaptFinn Member Posts: 1,828
    edited July 2012
    Mother Hoose take a look at this video.

    https://dl.dropbox.com/u/33589453/Project.mp4

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    edited July 2012
    Here is a template that shows how to do it through (fairly convoluted?) logic. Graphically it is pretty ugly, but it has most of the functionality you are looking for.

    http://www.mediafire.com/download.php?kb75tj6sal8713h
  • MotherHooseMotherHoose Member Posts: 2,456
    @RThurman … your demo is exquisite! … as always!

    @Jeffnichols … saw your video in your other post … love the UI

    demo for your requests: http://www.mediafire.com/?ei5d03ycws1qbf6

    tried to give you lots of options for different levels
    think this would work well with tables

    image MH
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    I would definitely go with the @MotherHoose example. It demonstrates so much! Like how to 1) initialize a design state/stage and then initiate a game state, 2) set things up for multiple levels, 3) use tags to communicate, and 4) use the behavior block titles to tell what is going on (good documentation).

    Check out this behavior title:
    Rule: myCount = 1 √ Otherwise:
    Is there any doubt that you need to check the otherwise section!

    How about this one:
    Rule: touch ➢ = currentState √ X;Y ➢ interpolate √ Otherwise:
    This is great documentation practice!

    Sorry to gush -- but this demo shows solid craftsmanship.
Sign In or Register to comment.