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Thread: Platformer - kill player when fallen too far

  1. #21
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    Sorry for the late post. I hope you haven't given up on your game, as I know how it feels to get stuck (I currently am). :s

    Anyways, what you need to do is place invisible "floor" sensors over every platform. Perhaps in a separate layer with a box that represents the player's collision box and have that follow the player using "Set position to (0,0) from Active. Then, when that collision box is overlapping one of your floor sensors, set a flag or variable that indicates that the player is touching the ground.

    When that collision box is not touching the floor sensors, you could use the method mentioned by Andy to add to a counter, and when the player's collision box collides with the floor sensors (while travelling in directions 31-17 to avoid head-smashes on ceilings) and the counter is above a certain amount, kill the player.

    It sounds a bit messy, I know, but this is the best way with the least exceptions that I can think of.

  2. #22
    Clicker Multimedia Fusion 2

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    DavidN's example works best. Creating actives on every platform would be suicidal in my game. Not only would it take literally months but would significantly slow the game down with all those actives everywhere!

    I solved the problem by creating an active only on large sloping platforms (there aren't that many). While the player is overlapping these the fall counter is zeroed rather than zero the counter in the Slopes loop. The only draw-back is making sure the level design does not allow falling to death onto slopes but that's easy to deal with. At any other time falling to over 180 on the counter kills the player when hitting a backdrop, which works fine.

  3. #23
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    I see. I'm glad you were able to find a solution - My post from yesterday is still unresolved :s

    Good luck with your game!

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