Hi all!
Is it possible to make the player bounce and kill an enemy if they jump on the enemy's head, while touching it normally makes the player lose a life?
I want to use the built-in platform movement.
Thank you in advanced for your answer!![]()




Hi all!
Is it possible to make the player bounce and kill an enemy if they jump on the enemy's head, while touching it normally makes the player lose a life?
I want to use the built-in platform movement.
Thank you in advanced for your answer!![]()









One quick way to do it is to have an active object placed at each enemy, that is invisible and sticks up just above the enemy itself. (you'll need to experiment to find the height that works, as depending on how fast your character falls, it's different).
Then you just check if the player hits one of those invisible detectors, and the detector is over an enemy, then destroy the enemy(and probably the detector too). You'll also want to set the player's direction and speed to simulate a "bounce" off the enemy's head.
There's better ways of doing it, but if you're new to MMF2, this method is probably the easiest to setup.![]()
It would be much easier to pull off using a custom movement engine or the platform movement extension since the former you can set a variable to accomplish and the latter has a jump feature in it.
I would preferably use the platform movement extension if I wanted to integrate platform movement but put little work into it due to the control I could have over it and the ease of use.
It's not as precise, but a detection method that has worked for me was to give the player a Falling animation, and defeat the enemies they collide with ONLY when that Falling animation is playing( be sure to have the animation loop). This can be done with the built-in platform movement.












why not use the platform movevment extension????? you can make a solid movement in like 6 events, and it will be easier to add features like bouncing off enemies heads. why doesn't CT just scrap the default platform movement already...? it's nothing but trouble![]()


Jeez guys its really not that hard.
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Either do that or give it a bouncing ball movement for a second movement and switch to that and back.




Thank you all for your answers!![]()
All of you are not doing it good.
Player.Y_Position < (Enemy.Y_Position - 5)
- Enemy.Destroy
- Player.Movement_Bounce
So simple.. This worked for me.
I agree with you, they should replace the built in platform movement with the platform movement extension.

I agree with dcrew, but I have 1 editation.
Player.[Y bottom_Position] < enemy.[Y top position] - (some variable)
enemy-destroy
player.movement_bounce
A little more on the safe side-in case the y position of the hotspot isn't where it should be.