Animation seems to jitter when Colliding With wall

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  • Guten tag,

    I've started using the Platform movement object, and when The player collides with a wall or obstacle the walking animation seems to jitter; trying to explain it easier the walking animation Speeds up while the first 2 frames play.
    Is there a way to just keep the animation still when collisions happen?

  • I haven't used the PMO much but the built-in movements can sometimes do this as well if the active object with the movement has different size frames (or the image itself), as the collision box of the object changes. There's two things you can try

    - Turn off 'use fine detection' under the collisions section of the runtime options property for the active object. If you already have all the frames in the active the same size and you're not concerned with pixel-perfect collisions, this might be the 'easy' option

    - Alternatively, you can use a different active object for the movement (to act as the collision box), make it invisible, then have your actual player sprite always set to the same position as the invisible one

  • Guten tag,

    I've started using the Platform movement object, and when The player collides with a wall or obstacle the walking animation seems to jitter; trying to explain it easier the walking animation Speeds up while the first 2 frames play.
    Is there a way to just keep the animation still when collisions happen?

    Sounds like you are using the animation as the collision instead of a box as a collision.
    You need a box or solid shape that has no animation so the collision is always the same.
    I.E. Box hits wall, stop -or- bounce

    Basically use the box as the player controls and link the current animation to the box.
    I.E. Always Position X player to x box and y player to y box
    Always use boxes direction for player animation direction
    etc...

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    Edited 3 times, last by VBEinc (October 27, 2023 at 3:44 AM).

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