Ron Trek

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..also quoting the specific documentation page, it says: > The behavior for FIXED vs. FIXED collisions is undefined. https://impactjs.com/documentation/class-reference/entity#collides Is there a workaround?

Awesome, Thanks a lot! @SilvRO :smiley: one small issue I noticed is it is affected by fog, so I have to turn it off. It would be nice though to...

I see and I would assume that would involve tweaking the fog shader. @phoboslab is there a current workaround to exclude an entity/quad set from fog? Another minor thing would...

Ok got it. Yes, agreed and what I have proposed there is not having to use shaders as much as possible as this is the go-to method which was used...

I'm using tdm-gcc, but I have git installed as well.

>Are you using bloodshed? Very oldskool if true. just to build tools. https://jmeubank.github.io/tdm-gcc/ > I would recommend using Msys2 if possible, though. You get a reasonably good posix environment out...

Yes, here it is: https://www.dropbox.com/s/0v89cxsrzg75w2v/astar.zip?dl=0 I have already set all entities `getPath diagonalMovement` parameter to `false` and edit a part of the level to be wider like the screenshot above....

Decreasing also the `pathTimer` to milliseconds triggers the diagonal behavior even when set to `false`. `this.pathTimer = new ig.Timer(.5);`