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-Liam-

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7th April, 2015 at 07/04/2015 11:33:51 -

I have some diagonal slopes in my game, which uses the PMO. The slopes work fine, until I shrink the player object to 0.5 of it's original size. When I do this, the slopes act as if they have some invisible wall at the bottom of them. They're pixel perfect in terms of how they're connected to other floor tiles.

Take a look at the below video. You can see how they function fine when at normal size, but it's like there is a large vertical wall that's preventing the player object from advancing. You have to jump pretty high to get past these invisible walls. It only seems to happen the bottom of the slopes, not the top. What's going on here?

(The slope here is actually 2 slopes connected to each other, which is why it sticks half way)



Edited by -Liam-

 
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UrbanMonk

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7th April, 2015 at 07/04/2015 18:28:36 -

That's odd. I imagine the scaling is somehow breaking the max height of pixels that are considered a wall to the engine, but since it seems to happen on the seam between two slope objects I doubt it.

Does it happen when you only adjust the Y scale of the object? The X?

I'd say you should report this as a bug on the Clickteam bugbox with a link to that video.

In the meantime try to find a work around. Like maybe use a separate animation for storing different scales instead of using the scaling functions.

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
8th April, 2015 at 08/04/2015 09:35:08 -

Yeah it's really strange. It happens no matter which axis you try to scale. X, Y, or both. Thanks for the tip about animation by the way, that'll have to do for now.

 
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s-m-r

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8th April, 2015 at 08/04/2015 17:30:13 -

Have you checked any invisible detectors to see if they're tripping up on the slopes, now that the player object is resized?

 
n/a

UrbanMonk

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8th April, 2015 at 08/04/2015 18:38:15 -

Glad I could (sorta) help!

 
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-Liam-

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8th April, 2015 at 08/04/2015 18:49:05 -

SMR - I tried removing my detectors but still had no luck with it.

 
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9th April, 2015 at 09/04/2015 07:49:42 -

Could not that work if you keep the full sized 'model' for PMO engine and use different masks for other interactions?
I don't really know, might be a workaround for this

 
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AndyUK

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11th April, 2015 at 11/04/2015 15:54:15 -

Wasn't the PMO designed before you could resize objects at runtime? in the MMF1.5 era?

 
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nim



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11th April, 2015 at 11/04/2015 23:20:38 -

It's not unusual for scaling to mess up the collision mask, unfortunately.

Can you give some more info on what the code is doing? The player sprite shrinks, but since you're not using that in the collision events then that doesn't matter so much. Do the detectors shrink too?

 
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