SamRock wrote:Looks like your Characters Collision Area(Bounding box) is larger i pixel size that the actual gap. This is making him runover the gap withiut falling inside. Either Increase the gap between the blocks or reduce the character's Collision box.
Or Check if any other sprite attached to your Character has a bounding box thats set to solid and is bigger in width than the gap
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.
Tokinsom wrote:I had to hard-code this in my old metroid engine. If I remember correctly, I had a variable that was set to 0.1 when Samus walked off a ledge, and it was subtracted by dt. If this var was > 0 and Samus overlapped a wall at an offset of ~(4,8) in the direction she was facing, I would push her down a pixel or two, set her y velocity to ~100, then reset the var to 0.
Was pretty stupid but it worked...
edit: Just checked out R0j0's .capx...That's probably your best bet.
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