I've got a game I've been working on for a while now and I stumbled across a bug I've never noticed before. It's a simple game where you run forever and you hop across randomly generated platforms. If you smack into the side of a platform or you fall, you die. I have a detector object just at the bottom of the frame for when you fall. When the character's "hitbox," which is what I use to determine if he hit a wall and should die, touches the detector, the actual player sprite is supposed to be destroyed and it creates a little particle effect. At one point I discovered that the player's sprite does not get destroyed, it just falls below the frame too fast for me to see if it actually happens. Normally, this wouldn't be a problem, however I'm working on a "combat mode" where 2 players take each other on one on one and the screen splits in half. When player 1, the top screen, dies he just drops down into player 2's screen. The code is as follows:
Collision between (Player Hitbox) and (Group.Good)
Flying Sprite of (Player 1 Sprite) = 0 [this is power up related]
Create Particles 1, 2, 3, and 4
Destroy Player 1 Sprite
I've tried doing varying things like changing Group Good to the detector itself, or making it "Overlapping" instead of "Collision between," but so far nothing is working. Does anybody know how to fix this?