Bug in MaxStepUp of Platform Movement Object
I noticed a difference in the Flash build of my platformer. Normally the character climbs up small obstacles on the ground with MaxStepUp=4.
In Flash I need a value of 16 to achieve the same effect.
Another problem, much worse for the presentation:
when the character reaches the end of irregular shaped platforms, he tends to walk noticeable in the air until he left it behind by some pixels and downhill slope finally occurs. Can't fix this by playing with the settings. The effect is much smoother in standard builds.
(I'm aware the Flash builds have differences in handling collision masks of overlapping backdrop objects, so I tested the downhill slope without any overlapping objects, but I always had the same results.)
Re: Bug in MaxStepUp of Platform Movement Object
Are you sure all the collisions are in pixel mode
Re: Bug in MaxStepUp of Platform Movement Object
Thanks Francois, it works now! Since this is an old game I'm converting, I didn't notice that the platform detector had fine collisions off.
Just wondering, why does it work in MMF without fine detection? I always thought if two objects collide and one has disabled fine collisions, then there would be no fine detection at all. I didn't even think to check this detail of the platform collider, because no problems occured in MMF.