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BUG with Collide condition
Just found this bug, it basically makes collide stop working if both objects have its animations stopped manually or by the end of a non-looping animation.
It seems to only happen with PMO, but I'm not sure if this can happen in other scenarios...
I've seen it trigger if jumping when inside the object (triggering in the middle of the object), but couldn't replicate in this example...
It does trigger normally for overlap tho.
Attachment 29889
Edit: just noticed that if the spike animation is running, but loop is disabled for the player animation (stopped through events or animation finished), it won't be able to change animation, but other actions like jump works normally.
Bug with animation import
I found a bug. If you import in animation several frames at once (for example: image1.png, image2.png, image3.png, etc), and the first frame does not have an alpha channel, then the others are imported without an alpha channel, even if they have one.