A question about Enemy turns/Collision

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Boydy111
Posts: 19
Joined: Sun Jul 28, 2024 12:20 am

A question about Enemy turns/Collision

Post by Boydy111 »

HI

I'm currently prototyping a project, its a "Live" turn system, similar to how legend of Grimrock works, where the player and enemy "Turns" are independent of each other.

I'm having an issue where there's an edge case where the player and the enemy can navigate to the same space at just the right time and end up overlapping each other.

Is there something like a turn manager for a non-turn based game i can create or should I create a collider where the enemy is going to move to instantly, i feel like there's an easier way to do what i want somewhere in here without overcomplicating things.
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Tony Li
Posts: 23251
Joined: Thu Jul 18, 2013 1:27 pm

Re: A question about Enemy turns/Collision

Post by Tony Li »

Hi,

When an enemy decides to move into a square, place a temporary invisible collider there. Once the enemy has moved into the square, you can remove the invisible collider.
Boydy111
Posts: 19
Joined: Sun Jul 28, 2024 12:20 am

Re: A question about Enemy turns/Collision

Post by Boydy111 »

Alright thanks!
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Tony Li
Posts: 23251
Joined: Thu Jul 18, 2013 1:27 pm

Re: A question about Enemy turns/Collision

Post by Tony Li »

Glad to help!
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