How Would You Make Both Objects Stop When Colliding and Facing Each Other?

I’ve only really used the bounce between a ball and walls like pong or break out. I only used it in the example to test the grid like movement.

I’m not sure if it works with instances of the same object. What events are you using?

Earlier, I was trying to use the bounce on the balls. It worked on seperate objects but not the same instance. I think you can check for a collision between the sprite and other hidden sprite but you need to filter out the sprites which are linked together.

I’ll test it later. Maybe someone with a different idea will chime in.

I think I need to apologize. I think my ball post was meant for a different thread. Sorry about that. That was about a grid like movement.

I’m still happy to try to help.

If you haven’t solved this yet, would you mine posting your events for when the Enemies collide with the player/move towards it? I have been playing around with different scenarios of and all all day, and found a lot of variance with this, so maybe this actually ahs something to do with the stacking/clumping behavior. Also, although it doesn’t seem like it should make a differences in the “enemies in collision with enemies” condition, by separating each individual enemy (ie enemy 1, enemy 2, etc) into its own action of Move enemy away from Enemies made a huge difference in having them collide of of all the sprites in enemies group. This is what I would have assumed your first condition should have done, but it seems to achieve that, they do need to be specifically called out as individuals interacting with the group (as long as what I have pictured in my mind is what you actually want to achieve :slight_smile: )

Here’s the event:

The enemies do all go around the Environment Sprites as wished. The also collide with Cy and move aside. They just don’t collide with each other outside of each particular sprite instance.

Have you ever tried the Boids behavior? I don’t fully understand all of the options but it creates a sort of flock movement with a lot of options. I forgot about the extension until it came up in a Google.

Boids movement (experimental) [GDevelop wiki]

Thanks Keith, I’ll take a look. I’m not hating the lack of collision detection as it is. It doesngive the enemies kind of a swarm look en masse.

I’m still curious how to make it so my hero sprite can’t push enemies aside.

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