In my game, I have walls to keep the player from falling off of the stage. However, you can still leave the frame from the top for a little bit. My problem is that when someone jumps off-screen to the top and then moves to the side, the walls no longer work. Sorry if I'm not being clear, here's a picture:
Any ideas on how I can stop this from happening?
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.
Have you the frame runtime options "Handle bg collisions even in outside window" checkbox on, and in active object's properties "inactivate if too far from window" off, "destroy if too far from frame" off, and "use fine detection" checkbox on?
These options should be always on, on key active objects.
That's basically what I do with Counter Objects and Alterable Values when I want them to not exceed or go below certain numbers, incidentally. Hopefully the same thing works for X and Y positions.
Thank you, smr, your solution works. It's still kinda bugging me that the method I was using wasn't working, but it probably has something to do with how MMF2 stores level data (i.e. not storing what's out of the play area). If anyone has the explanation, I would appreciate it.
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.