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Rodak
10-09-2005, 10:15 AM
I don't think there is a way around this, but I have not noticed anyone mention it and if there is a cure I would be very grateful to know.

I was working on a Pseudo-PAC-MAN mini game. I was surprised at how easy it was to create.

I have little dot things running around a maze and a PAC-MAN you control which eats the dots.

I used pre-set paths for the dots because random ones had them stuck in corners.

Then, while watching the paths as a test after I made three roaming dots, I found that there were two who crossed paths and blocked each other.

Bypass objects fixed that (I also found that if you are in front of one and it hits your back it will stop, but I could not use bypass members or the event would not activate at all; even if set for "equal").

This led to some awkwardness, but I can live with the occasional "miss" that this causes because the dots now not only pass through each other, but they pass through the player if they approach from behind or if you are not moving when they approach you from the front. I have not played PAC-MAN since it was in the arcades and do not recall if this happened, but since his mouth is in front, it makes sense logically and can be overlooked.

The weirdness is this: If you are waiting in ambush near a corner for a dot and pounce in the wrong direction as it touches you, the bypass objects command applies to you for that moment and you can step into the wall!!

Whats worse, you get stuck there and can roam freely through the walls of the maze, but can not exit!

That's enough of a bug to make me want to give up on the mini game, but not without asking for help first.

I was thinking of making all the walls events with building models and set to "equal" with the command to engage bypass objects and "Take one step backwards" (done by sorting the party direction then moving opposite) then turning off bypass objects and making a silly sound.

But this is truly weird and was wondering if anybody ever had similar problems or other solutions.

And yes, this means I've been drawn back to RPGM2 for a while. I won't leave my RPGM3 game unfinished, but I needed to have fun creating... not be frustrated while trying to have fun in my own way but settling for somebody else's idea of fun... that's what Women are for (no offense to Women... I love 'em and almost always settle for having fun their way; they are even less customizable than RPGM3, but much more fun than RPGM2) (I'd better shut up now or I'll get myself in trouble).

Peace.

dragaron
10-09-2005, 10:31 AM
I don't think there is a way around this, but I have not noticed anyone mention it and if there is a cure I would be very grateful to know.

I was working on a Pseudo-PAC-MAN mini game. I was surprised at how easy it was to create.

I have little dot things running around a maze and a PAC-MAN you control which eats the dots.

I used pre-set paths for the dots because random ones had them stuck in corners.

Then, while watching the paths as a test after I made three roaming dots, I found that there were two who crossed paths and blocked each other.

Bypass objects fixed that (I also found that if you are in front of one and it hits your back it will stop, but I could not use bypass members or the event would not activate at all; even if set for "equal").

This led to some awkwardness, but I can live with the occasional "miss" that this causes because the dots now not only pass through each other, but they pass through the player if they approach from behind or if you are not moving when they approach you from the front. I have not played PAC-MAN since it was in the arcades and do not recall if this happened, but since his mouth is in front, it makes sense logically and can be overlooked.

The weirdness is this: If you are waiting in ambush near a corner for a dot and pounce in the wrong direction as it touches you, the bypass objects command applies to you for that moment and you can step into the wall!!

Whats worse, you get stuck there and can roam freely through the walls of the maze, but can not exit!

That's enough of a bug to make me want to give up on the mini game, but not without asking for help first.

I was thinking of making all the walls events with building models and set to "equal" with the command to engage bypass objects and "Take one step backwards" (done by sorting the party direction then moving opposite) then turning off bypass objects and making a silly sound.

But this is truly weird and was wondering if anybody ever had similar problems or other solutions.

And yes, this means I've been drawn back to RPGM2 for a while. I won't leave my RPGM3 game unfinished, but I needed to have fun creating... not be frustrated while trying to have fun in my own way but settling for somebody else's idea of fun... that's what Women are for (no offense to Women... I love 'em and almost always settle for having fun their way; they are even less customizable than RPGM3, but much more fun than RPGM2) (I'd better shut up now or I'll get myself in trouble).

Peace.

Sounds very tricky. Too tough for me to diagnose without the file for me to di-sect. I am more than willing to check it out and come up with some type of solution, but I would need the file to do so. In which case, I would keep the games identity completely secret. Let me know if your interested.

Rodak
10-09-2005, 01:23 PM
Thanks for the offer.

The scripts are surprisingly short, just a couple lines except for all the pre set path stuff. But they are all in action scripts (stuck in repeat loops).

The mini game is for Videogamedrome.

There will be no password for that game as I don't believe in them (except in the case of my first Clean Underwear Quest due to all those embarrassing scripts written very early on and too much of a hassle to delete).

Anyway, if you like I'll send you a copy of the current version of the game. The Pseudo Pac-Man is not in the posted Videoganedrome demo.

I have made far more progress and am almost done with the whole game.

This mini game just came to me and I squeezed it in to the game. It was not until I had a few roaming dots that I thought to try a few stupid things for debuggerring. That's how I stumbled on this bug.

I just now thought of placing a one step forward event in the walls at strategic corners! Just put bypass objects on before the step and turn it off after.

That may help.

But it does nothing to address the cause of the problem.

Thanks again for the thought and if you wish to see the game, let me know.

There is a thread with screenshots and even .mpg files HERE (http://www.pavilionboards.com/forum/showthread.php?t=2835&highlight=videogamedrome+screenshots).

Peace.

Rodak
10-11-2005, 06:13 PM
False Alarm!

Dragaron was kind enough to take a look and figure out the problem. It was simple, really (I always over-complicate things... must be that darned Philosophy Degree!).

For anyone attempting something similar, here is Dragarons assessment of the problem:

I just looked at your demo. I'll try my best to explain what the game is doing. When the event (rotating dot) is exactly where pacman is, the game allows the dot to freely pass through you. However, you as the player are not granted that same permission. When you move pacman the game automatically updates itself and checks for the players position and height. Since you as the player do not have "bypass - objects: ON", the game places you on top of the even that is passing through you. You are then 1 block above the floor. So when you move toward the wall, this puts you (on top actually, not into) the wall.

One solution:
Simply build up the Dungeon another level in the dungeon editor so that it is two blocks high. Since your camera is set to 90 degrees, this will barely be noticed.

I am very grateful for his help and sorry if I confused anyone with my silly misunderstanding of what was happenning. I was using a 2D Pac Man and it looked like he was just sticking out of the wall.

And for the record, I used his suggestion to resolve the issue.

Thanks again Dragaron!

Peace.