I don’t write / play platformers, but I did notice a few things:
- Line 45 – only 1 action when event loops – this can behelpful in Fusion but also create chaos – because if Fusion is beyond that linethen it will ignore it and that won’t happen. It’s better to use a Flag or value to control it this case.
- The collision under “WinTheLevel” – when a line is red itindicates that it should be the first line for Fusion to work correctly – drag itto the top and it will turn green.
- Your Counter_Time_Left being different from zero shouldchange to >0
- Your counter time left = 0 should change to <= 0 (Because when there’s a lot going on Fusion might subtract 1more from counter before it executes the counter = 0 command and if yourcounter is now -1 – it will never stop.)
Now this bit the people with experience with Fusion platformerswould have to help you – but as far as I can see you’re not checking multipleactions simultaneously – so I can jump and that code executes first as a keyboardcontrol gets preference – now I can jump right out of the frame and jumpthrough things because it’s going to finish executing the jump before checking thecollision and then I’m in a position you haven’t provided for and if Fusion isconfused, it does nothing.
And furtherbecause you’re always adding the bit to check the stripe at the player’s feetthe collision may not trigger as none of those events are true – you haven’tprovided for all possible scenarios.
(I just clicked on the missing picture and pressed delete.)