Please try to organize your question in an easily understood manner, and maybe post the mfa so people can see what's happening? You need to use more specific words than "glitching" and give people at least some context for your problem.
K... So when my character walks to a a backdrop on MMF2D It works and while i was working more i found this problem. The character gets stuck and falls into a pit. I cant seem to fix that because i set when player touches backdrop it stops. I don't know is there anyway to fix it because when i try to jump in this backdrop while testing it... It causes this error...
Also, I'm not totally clear on your problem, but if you want the player object to be standing on a Backdrop object, be sure you've checked the properties for the Backdrop and it says "Obstacle" and not "None" for the Type of Backdrop that it is. That's the thing that held me up for the longest time...
Player is set on platform... backdrop is set on obstacle because i don't want the player jumping and cheating to go to the ending and when player hits backdrop it's stop.
Any mode to fix the glitch that when i jump to a backdrop platform in a pit of lava it stops and falls?
Possibly you have the background object on a different layer to the active object. MMF2 does not detect collisions between objects on different layers.
Lol, no one's gonna steal your idea, we're all friends here And I wasn't experiencing any sort of glitches, though I have a piece of criticism: The MMF2 built-in platform movement is quite glitchy and not very customisable, I reccomend programming your own custom platform engine, if you can. But this may just be my preference, it's your game.
Originally Posted by Alfredo Zone Player is set on platform... backdrop is set on obstacle because i don't want the player jumping and cheating to go to the ending and when player hits backdrop it's stop.
Any mode to fix the glitch that when i jump to a backdrop platform in a pit of lava it stops and falls?
Sorry for my horrible english...
It's hard to understand your problem. Perhaps you have an "On Collision..." condition where you should have an "Object Overlaps with..." condtion, and that's why it's stopping once and then continuing to fall through the backdrop.
The file was removed before I had a chance to see it myself. But someone else recommended a platform engine. Here's one that's already done for you, and it will teach you how to make it yourself. Look for David N's Custom Platform Movement here:
Thanks and it seems i did alot of mistakes! anyway i do know like 30% off good programing with this. Just the movement not... Great Program because i keep learning each second. THX
Oh god... The engine broke 10 times more than i thinked... now the player falls all the way down even if it is set to stop and obstacle... what have i done!
I read the entire post, but I am still not exactly sure what the problem is or was. And now that you've stepped up to a new engine (or maybe not) I have even less clues.
But apart from that there was something with a lava pit in which the player shouldn't fall because otherwise he would die or drown in the pit.
If you're using the build in platform movement, you still have to code all the events that will occur like collisions. However there could be a problem if the background object which is an obstacle is overlapping one or more background objects which are from the platform type. I am not sure if that is the case, because I can't see this in your picture, is the red lava in front of those dark grey objects? So there is a part from the dark grey objects behind the lave? This could be your problem.
If you're using a custom platform movement or the platform movement object, you will also have to code the collisions with your player and your obstacles or platforms. So when overlapping a backdrop object stop the movement, but with a custom movement, stop subtracting a number of pixels from it's vertical position.
Hey wait, I might have just realized something: you said you were using 'collide' which only detects a collision and you probably should be using 'overlapping'. The overlapping condition checks all the time if the player is on a platform or obstacle object. The collision condition just reports a collision when you hit the object and doesn't check for the overlapping condition while you're on the object.