DRBEF.MK2 development update: collision work (Devlog 2)

Oh crap, you overhauled my system, jeez! I guess I gotta use self-made blocks.

Break it down for me, why is Collision set to 10?
Or is that just a default value?
And what is Dist?

I cursed myself, the code naming scheme is that of the mystery naming scheme in Deltarune, like SURVEY_PROGRAM and HERO_SWORD, and now I need to follow it, it's getting clunky

That’s how far the detection will push itself out of the collision before it stops

You can set it to more or else if you want

You can ignore the dist variable, it’s short for distance and something I need to use for the script

I recreated your code one to one, with some naming changes, and the script... doesn't work. Weird. The code itself is 1:1, but something screwed up and the code doesn't work.

I think what's going on is that my segment is not running quickly enough.

Also, you cant set it to whatever, at low values it breaks.

The collision detection value must equal or surpass the speed at which the sprite travels.

Edit the custom block properties and set it to “run without screen refresh” so that it runs in a single frame instead of taking multiple frames to do it.

ohhhhhh thats what that is

thanks

But go into your version and then diagonally move into a corner. HERO_STAR starts spazzing out

Also set HERO_STAR’s rotation mode to “don’t rotate”

Wait its only my version

There

Thanks, now to re-check my timeline.

Okay, now I need to allow multiple objects to be checked.

Again, just use clones of HERO_BLOCKADE

How do I make those clones?

Nvm figured it out, but lmk if the code's not good