Did you try using Safari?
I am on safari…
Then I don’t know a solution ):
Speaking of Collision Data, I found out having the tiles set the collision data doesn’t actually do anything, as the pre collision data has already set the data. I bet if you removed the tiles object, the collisions would still work as if it was still there.
did you try
(what error did you get, did it say you weren’t allowed to view it? Are you on a school iPad by any chance? It might just be blocked).
After you try to catch a Pokémon and you go back to the map the buttons don’t work sometimes.
Did you disable them and forget to re-enable them by any chance? If you didn’t disable them by any means, then, unfortunately, this is a Hopscotch bug. It might not be a problem for Tri-Angle and I tho…
I’m on a school iPad, it’s not blocked, it’s just that it loads but then nothing happens.
I don’t understand this bug… but bouncing on background tiles and being hurt by thin air is certainly weird.
Oh yeah, random TNT and crates after respawning too.
@Spy_Guy_96 (meant to mention you but forgot)
Happens because the level data doesn’t match up with collision data. Not sure how to fix it though lol.
I think it’s because the glass tries to change the collision data when the collision data isn’t even set yet, so the collision data gets offset by a few characters. But I don’t actually know, just a thought.
https://c.gethopscotch.com/p/12rcrw7jvl (Link for when it’s live)
- Nerfed Starlynn’s dash ability.
- Starlynn can now use their dash attack to defeat smaller enemies (except Critter)
- Added Tempered Glass
- Squaeyron and Starlynn can use their attacks to break this glass.
- All Enemies can also collide with this glass.
- Fixed an issue where Squaeyron would “glow” when swapping back from Starlynn in Sunset and Night themes.
- I have decided to keep the glow effect on Starlynn, as they are a literal star.
My collision data uses the Level Data to determine the collisions, so collisions never get offset.
It works for me because I also have some code that converts those values to actual collision.
And for certain tiles, I just check if the entity is not inactive before setting collision to 1, rather than removing it from the collision data altogether.
IKR, that’s like the whole point of a platformer template.
@Crosbyman64, @Tri-Angle, is it possible to add a joystick to a platformer for movement?
Not really, unless you want to combine the left and right movements with jump in the same joystick (up = jump, for example).
You’d find it’s really hard to control the left and right movements while holding the jump button if the movement was analog (joystick) based. This is why it’s always been the button style.
Until we get true multi-touch support and be able to control multiple joysticks simultaneously, you’ll just have to stick with buttons for now…
^^ it’s doable but extremely useless to have a joystick as controller in a platformer
@Spy_Guy_96 should I keep the player’s spawn position the same no matter what (not worrying about test positions) like you did in Raccoon with a Broom, or should I allow the player to set the spawn position to wherever they want?
I can see why we can’t change the actual spawn location in your game, but people might want to change it on mine since it has multi-directional scrolling.
The data used would use 4 variables: X, Y, height, and Level Data
The exported data would combine these data, and importing the data decodes this data.