Platforms don't work outside the frame :( Please help?

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  • Hi, my platforms work fine in the beginning frame area, but it is a side scroller. Once the first frame area is left, the platforms are there visually but do not function.

    Info / What I've tried:
    1. I don't think it will help to increase the frame size since this is supposed to be a side scroller.
    2. I made sure "Handle background collisions even out of window" is checked.
    3. "Destroy if too far from frame" is unchecked although probably irrelevant since they're still visible.
    4. The obstacle type is definitely set to platform, and the same object definitely works within the beginning frame. It doesn't work as "obstacle" or "none", but somehow is still works as "ladder"..?
    5. They're not on separate layers because everything's on one layer.

    If you can give any ideas that would be a huge help! Thanks so much!

  • (Ignore the terrible graphics, those are just placeholders! Going to do graphics after mechanics)
    Here is what it looks like!
    I'm not sure how to post the actual game file since it's larger than 8m!
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    Edit: I tried to see what would happen if I put a new background platform object. It had the same result of not working.
    However when I made it an active object, and set collisions, it did work. I could do this instead:
    But of course "if x and y collide" means if they collide from any side, and I want him to not stop if he collides from the bottom, like a normal platform. Is there a way to do this?
    Thanks so much!
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    Edit: I worked out a a way of doing the above thing, but although it works it has lag when I try to jump up through the platform.
    With a two-sided platform, green on top and purple on bottom.
    1.Start of frame -> purple alterable value A = 0
    2.Collision between player & purple -> purple alterable value A = 1; fire event after 2s "platforms A"
    3.Collision between player & green; & purple alterable value A = 0 -> Player stop
    4. On event "platforms A" -> purple alterable value A= 0
    How to fix lag?
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    Edit:
    I think the lag happened because when he hit the purple that was RIGHT at the moment when the value changes for him to be able to pass through.
    So I tried again with THREE colors, including grey now. (Updates in CAPS):
    1.Start of frame -> purple alterable value A = 0
    2.Collision between player & GREY -> purple alterable value A = 1; fire event after .6s "platforms A"
    3.Collision between player & green; & purple alterable value A = 0 -> Player stop
    4. On event "platforms A" -> purple alterable value A= 0
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    IT WORKS NOW! But this seems like an approach that will make importing platform graphics difficult. Any other ways to do it?
    Thanks!!

    Edited 6 times, last by aeveli (December 12, 2016 at 12:37 AM).

  • On some builds of Clickteam Fusion the "Handle background collisions even out of window" is inverted, so if you have it ticked try unticking it.

    - BartekB

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  • The built-in Jump movement and the physics movement work better than anything you can make by yourself, specially if you started using fusion to avoid coding lol. If you need to make create a more customize jump you can also use the platform object.

    This works fine. :D
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