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Thread: Fine Detection problem when layers are added

  1. #1
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    Fine Detection problem when layers are added

    I'm using build 241.

    I have all of my player and enemy collision boxes with "Use fine detection" checked. This is the only way they will work, if I uncheck it then they get stuck in the solid backdrops.

    However when I add an additional layer below the playing field layer (for background parallax scrolling) it's as though MMF is unchecking "Use fine detection" for all of my collision objects on it's own. The option still shows as checked, but the collisions are all using the bounding box instead of the actual pixels in the object.

    This happens even if the layer I add is completely empty. It does not happen if I put the additional layer on top of my playing field layer... but that kind of defeats the purpose of having background scrolling graphics.

    Am I missing some option to check or is this a bug? Any help would be greatly appreciated.

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    Re: Fine Detection problem when layers are added

    Okay, since I'm not getting much response I decided to include an example file to demonstrate what I'm talking about:

    http://projectbrimstone.googlepages.com/example.mfa

    In the example you can see that the additional layer is on top. If you run the app the bunny does exactly what it's supposed to do... when it runs into a wall, it turns around and goes in the other direction.

    Now turn off "Use fine detection" in the collision options of the bunny. When you run it, the bunny will "pop up" to the top of a wall when he runs into it. This is bad.

    Now turn "Use fine detection" back on, only this time move the blank layer underneath the layer with the graphics. When you run the program, the bunny behaves exactly the same as if "Use fine detection" is turned off. The only difference is that there is a layer underneath it.

    What could possibly be causing this? Please help <img src="/center/images/graemlins/smile.gif" alt="" />

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    Re: Fine Detection problem when layers are added

    This makes no sense to me, but it worked when I unchecked "Handle background collisions even out of window" (in the runtime options of the frame).

    My own experience since before is that collisions aren't detected at all between different layers. Something I would like to have an option to toggle ...but it can be worked around, and there's probably a reason for it.

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    Re: Fine Detection problem when layers are added

    That is strange that unchecking that works... unfortunately, I can't do that.

    My level is much larger than the example I made, so if I uncheck it, my enemies will all drop out of the frame if they're off-screen.

    I appreciate the response, though. Does anyone else have any ideas?

    EDIT:
    Well, I have discovered a work-around for this problem. I have cropped all of the "empty" space out of my detectors, and everything seems to work fine now.

    But even though my game works, that doesn't fix the bug. Hopefully someone will look into this.

  5. #5
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    Re: Fine Detection problem when layers are added

    I confirm it's a bug, I'll try to fix it in the build 242.

    Yves.

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    Re: Fine Detection problem when layers are added

    Awesome, thank you very much <img src="/center/images/graemlins/smile.gif" alt="" />

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