Lordshiva1948 wrote:are you using tilemap if yes than check block you are talking about is not solid.
FraktalZero wrote:Are you using a controller invisible sprite?
R0J0hound wrote:The platform behavior isn't exactly suitable for low res pixel perfect games like that. The use of floating point positions makes it nearly impossible to drop into a gap just as wide as the player. So the first solution is to make the player's width a little smaller. Then next issue is how the platform behavior handles collisions. What it does is move the sprite and if it's overlapping any solids it then moves out of the solids in the closest direction. The side effect is the "auto-climbs" as you call it, and it's what enables the player to move up slopes.
One possible solution is to detect when you're walking over a hole and put a decoy wall at the other side of it for the player to hit and drop in.
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