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Thread: In need of some platformer collision advice...

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    Angry In need of some platformer collision advice...

    Hello, I've just registered on these forums to figure out...
    How do I get the player to NOT be able to climb on the edge of the game border?
    It's not an object there, just the border of the game window. He can climb it by holding the jump key for some reason.

    What I use is:
    o Test position of player (in this case, "okigan") and then the window comes up telling where and I select:
    Up
    Down
    Left
    Right
    and then press OK, then I choose the following:

    o Set movement to Stop.

    The result?
    He is able to climb the walls and ceiling simply by holding the jump key.
    This has been annoying me for WEEKS, and I can't figure out how to fix it.

    I'm hoping someone can help me, I'm pretty new to Multimedia Fusion 2 Developer.

    ~ Lokaio, the new-ish MMF2D user.

  2. #2
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
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    You tried look at DavidN's custom movement tutorial?

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    ...DavidN's custom movement tutorial? What's that?

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    Thanks, Snail! I'm glad that you responded so quickly, I thought these forums wouldn't be very active.

    EDIT: Uhh, this is a little confusing...
    What does it mean by "-> Set Y position of Player to Y("Player")+1"?

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    The usual cause of a problem like this is that you have an event that says that the player can jump if he is currently overlapping a backdrop or standing on one, and using a detector object to detect the floor.
    The problem occurs when the floor detector is too wide, so that overlaps walls too. If you're using a detector object, try making sure that the floor detector is not wider than the wall detector(if that's how you've got it setup)

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    Quote Originally Posted by Storsorgen View Post
    The usual cause of a problem like this is that you have an event that says that the player can jump if he is currently overlapping a backdrop or standing on one, and using a detector object to detect the floor.
    The problem occurs when the floor detector is too wide, so that overlaps walls too. If you're using a detector object, try making sure that the floor detector is not wider than the wall detector(if that's how you've got it setup)
    Actually the built-in platformer movement does this intentionally to be compatible with the really old TGF1/MMF1 platform movement. It is not obvious that it is not meant to be used.
    Working as fast as I can on Fusion 3

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    EDIT: Err, ignore this please. Somehow I double posted... don't know how. Maybe because of lag...

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    Quote Originally Posted by Storsorgen View Post
    The usual cause of a problem like this is that you have an event that says that the player can jump if he is currently overlapping a backdrop or standing on one, and using a detector object to detect the floor.
    The problem occurs when the floor detector is too wide, so that overlaps walls too. If you're using a detector object, try making sure that the floor detector is not wider than the wall detector(if that's how you've got it setup)
    Wait, what? A "detector" object? What the heck is a detector object?!

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    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
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    The detector object is the object that actually collides with obstacles. The player (mask) is just a representation of the detector. The reason detectors are numerable, one of which is to correct any fine-collision errors that would occur only with the player

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    Clickteam Clickteam
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    Detector objects are just Active objects that you use for a different purpose than displaying on the screen. Nothing special, just a different usage.
    Working as fast as I can on Fusion 3

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