I'm working on a small Super Mario Bros. project and I've run into a little problem. When Mario collects the mushroom, he becomes big mario, yet his hitbox is still the same, how can I fix this. His platforming is using the Physics - Platform Movement.
(Physics - Platform Movement) Hitbox not changing size when object does.
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
-
-
I actually just reset my physics movement, and now suddenly the physics are broken, like, nothing is working right anymore.
-
Are you using a collider for your mario sprite with 2 frames: (one for small mario and one for big mario) ?
-
I have different animation sets for Small Mario/big Mario, and the physics were working perfectly (except for the hitbox), then also, when I turned the movement off then back on again, the platforming collisions just slowed, and Mario would just constantly be getting stuck on active objects. (So now I have 2 problems, yay)
Please login to see this media element.
-
Oh God. Fusion's platform engine is the sole reason why I steered away from platformers. The only solution I know of is coding a custom platformer engine with fastloops. But that simply takes too much time.
Can anyone with platformer knowledge help?
-
Is the hitbox an invisible active? If it is just change the animation eg. When he's small use regular hitbox and when big change the animation and have a larger hit box (just make sure your animations are either set to 0 for speed or on loop with at least two frames). Post a basic example and I'm sure you'll get some great suggestions.
-
The thing is with sticking to active objects, is that it never happened before this, I don't know why this is happening now!
Also, no, the collision detection was through Mario's active object itself.
-
I had the same problem with physics platformer movement and I found a solution that works perfectly without changing the active character or the hitbox.
You can change X or Y scale (or both ) in the event menu when your mario eat mushroom and resize it directly. The collision box wil change height and width.
For exemple i used this trick on my hitbox player when it crouch, and it perfectly works.
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!