issues:
-when my character pushes into a backdrop he plays the run animation and shakes into the wall.
-when i move my hand vibrates.
please some one help heres my file:
http://www.mediafire.com/?nwljzzo4nly
issues:
-when my character pushes into a backdrop he plays the run animation and shakes into the wall.
-when i move my hand vibrates.
please some one help heres my file:
http://www.mediafire.com/?nwljzzo4nly











for the shaky animation when running into a wall, you need to have a separate active as your collision detection. in my games, I use a square for my movements about the same size as my player object. I make the animated player a completely different object and always set it's position to the invisible movement object.
The reason I do this, is because the movement collision will always be the same size as that square. So I can do whatever I like with the animations and not have to worry about everything fitting exactly.
Alternatively, you can uncheck "Fine Detection" in the active's properties, but this only works if every single frame of animation is always the same size. If not, it will get stuck on backgrounds.
It's generally better to just make your movement and collision object a separate hidden active, then just position your animated player on that, IMHO
i did use an alternate sensor a brick look at the file
yeah, i really need it!
_________________________________
where the red fern grows
bsn nutrition











Sorry didn't have time at that moment to look at the file at hand.Originally Posted by vincent











ok i took a brief look at the file. When I have time I'll look into it further.
But I had this same problem with the PMO. The only way I could fix it was to have a left vertical bar active and a right vertical bar active to act as sensors.
What appears to be happening is that when the PMO collides with the wall, it runs the stopped animation because the movement tells it to stop. But while you are holding the left or right direction, it tells it to start up again. So, it's repeatedly starting and stopping making it look like your character is having some sort of seizure lol.
I had to change it so that when the Right Sensor Bar (just a thin vertical active placed on the right side of the player) was overlapping a backdrop and player was on the ground and not moving, then play the stopped animation. And do the same thing for the left direction.
But this is one of the reasons why I just used DavidN's custom platform tutorial instead of the PMO.
If you need me to make an actual example I can, but it will have to be later in the day.
Instead could you just apply it to the file and reupload.











Okay I will do that. give me a while and I should have it up later.Originally Posted by vincent











Alright fixed and uploaded:
http://www.mediafire.com/file/gb4ml24y0fy/base edit.mfa
Also, could you explain about the hand vibrating when moving? It didn't appear to do that on my end.
i had some problems shawn. i tried recreating what your example showed. it didnt work. so i copy and pasted your new events. still didnt work. although it does make not shake but the animation stop still doesnt play. this could be do to the fact that i added some things to the game. but nothing too dramatic. could you take one more look please.
file:http://www.mediafire.com/?jnqhomnzmun