Architheutis
Member
Hi there!
I`m still in final works of my game.
I remarked a simple, but annoying problem:
My jump`N`running idle does everything he should.
So far so good. But if I duck, he goes down on ground,
to dodge incoming enemies. But because of a line
in the code within my Player-object, the ducked idle
(a called sprite_index) still has the collision mask of
the main-idle (stand, run, jump) of the Player-object.
How could I change the duck-idle´s collision mask, fitting
to his flat position?
If I press vk_down, he ducks. That code is in step event
of the main object of the player idle. The ducking sprite
is called via simple if down-key is pressed... sprite_index = sPlayerDuck.
The own collision mask of the sprite doesn´t work, but the
collision mask of the player object.
Any idea?
Best wishes,
Archie.
I`m still in final works of my game.
I remarked a simple, but annoying problem:
My jump`N`running idle does everything he should.
So far so good. But if I duck, he goes down on ground,
to dodge incoming enemies. But because of a line
in the code within my Player-object, the ducked idle
(a called sprite_index) still has the collision mask of
the main-idle (stand, run, jump) of the Player-object.
How could I change the duck-idle´s collision mask, fitting
to his flat position?
If I press vk_down, he ducks. That code is in step event
of the main object of the player idle. The ducking sprite
is called via simple if down-key is pressed... sprite_index = sPlayerDuck.
The own collision mask of the sprite doesn´t work, but the
collision mask of the player object.
Any idea?
Best wishes,
Archie.