Need help with getting emitted sprites to self-destruct properly

Hello Flowlab community! My goal right now is to make emitted sprites have an animation, and for them to be destroyed when they hit any ingame object in the Game World layer, such as walls, floors, ceilings, enemy sprites, powerups, etc., while the physics of the emitted sprite are set to “movable = yes” and “enable collisions = yes,” along with no other physics options being active.

The problem I encountered was this: when most sprite types are emitted from the Hero character, and the Hero character is standing on certain floors of my first game level, the emitted object immediately self-destructs after being emitted.

There is, however, a half-way solution. I noticed that emitted sprites that have at least four pixels of empty space along the “floor” of the Sprite Editor canvas do not suffer from the aforementioned problem, even if the emitted sprite in question has an animation that takes the emitted sprite itself within the four-pixel distance between itself and a floor. However, this is only a half-way solution, because sometimes an emitted sprite with a four-pixel distance from the “canvas floor” does not self-destruct when hitting a wall. Why exactly do emitted sprites self-destruct as soon as they are emitted, if their size is within this four-pixel boundary and the player character is standing on a floor?

A complete solution would require that emitted sprites should reliably destroy themselves upon colliding with any object, with or without an animation active, with with or without initially having pixels within a four-pixel distance of an ingame floor, even when the player character is standing on any floor. What do I have to do to get this to happen reliably?

The game prototype I’m working with is below:

I’ve implemented the half-way solution, so the emitted flame sprite does work on most floors and walls (composed of “Wall Blocks” in my game), but the problem of the emitted sprites passing through certain walls remains. You can see this for yourself if you play the game and go to the lower left corner of my level (near the spikes, two stars, and a health flask) and try emitting the flame sprite by pressing the “z” key. The specific area I’m talking about can be seen below.

Flowlab Game Problematic Area 2

As can be seen in this screenshot, the emitted Fire Sprite will pass through anything in its way if shot at this location towards the right, but if the player character turns around, the Fire Sprite will be stopped dead by the wall.

Can anyone tell me what I’m doing wrong and how to fix this problem? I’m out of ideas and would like to learn how to do better.

EDIT: This problem is getting stranger. Even blocks I’ve set to be invisible and non-solid (but with collisions active), such as the collider blocks I use to get the enemies to reverse direction, will act as impassible barriers for the Fire Sprites. This is very likely to be jarring for a player and I have no idea how to change this either.

2 Likes

I tried this and it worked…
image
hope this helps!

1 Like

The collision behavior that says “Wall Block” is unnecessary since there’s already a collision behavior that says “any”.

3 Likes

Thanks for telling me about this, but it seems I’m no closer to a definitive solution yet. I’ve added an edit to the original post showing how the problem works in a screenshot, as well as a new aspect of the problem when it comes to emitted sprites being invisibly stopped by blocks I’ve set to be invisible and non-solid (but collidable). Sprites being stopped by an invisible obstacle makes no visible sense and I would like to know how to fix this aspect too.

Yeah, but for some reason the ‘any’ was not working, maybe if he would of deleted it and respawned it?

In fireball:


Code: (delete all the code, I made a couple changes)

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Player:


Code: (delete all the code, past this in, I made a couple changes)

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Explaination: I switched the emit to spawning the fireball in… This is really just an emit glitch, I’ll report it later. I believe this will work.

So there’s nothing I can do about this kind of odd behaviour if I want to keep using the Emit function, since it’s a glitch? I’m new to Flowlab and I haven’t used the Router, or Express, or Extractor, or Spawn functions yet.

Did you by any chance look into trying out full-sized sprites (i.e., one without a four-pixel space between the bottom of the sprite and the “floor” of the Sprite Editor canvas) with the relevant Collision block set to “Any”? Those in my experience still self-destruct almost immediately whenever the player character is on a floor while emitting those objects, meaning the emitted sprite(s) can’t get far.