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Thread: PMO/Tiled map loader/Looki Tile Map view/Tile Map collision issue

  1. #1
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    PMO/Tiled map loader/Looki Tile Map view/Tile Map collision issue

    So I use the Tiled Map Loader along with Looki's Tile Map and Tile Map Viewport. I had some issues setting it up (basically, it tried to load tilesets, etc. relative to the mfa/exe instead of map file, but I have solved it with some File object trickery), but in the end it loaded okay. Then this happens:



    Purple/violet object is the PMO active, it is set up to have origin/hotspot in the top left and not use any fine detection. It does not use fine detection. And yes, the red areas are where collisions are supposed to occur.

    This happens as well:



    Yes, the object is literally standing in the air. And yes, viewport is set to using pixel detection.

    Here are my events:



  2. #2
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    I remember this method bugging in TileMap, try this instead:
    Tilemap.png

  3. #3
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    That's precisely what I've done. See above. I just have less layers. Anyway solved... somehow. Turns out you have to set correct "collision tileset" in tile map extension. Why do you even have to do so instead of the extension checking against pixels around player if they're not transparent to check for layer overlap, I don't even. @Looki has some explaining to do on that one.

  4. #4
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    If you don't set the collision tileset, it will use the graphical tileset. Also, the object check condition should work with the very latest version, let me know if I'm wrong and you're using that.

    EDIT: Whoops, just saw your post in the Tile Map thread.

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