Hi! I am using GM8 and I am making a game where your player changes to an animated sprite when he walks. The problem is that the new sprite with animation (walking) someway get stuck in the "ground" (solid objects). It hacks when I walk with my player_object. How do I fix this, and is the sprite mask in a special form that makes the sprite/object get stuck in the solid object(s)? I have automatic ; rectangle mask for the ANIMATED sprite and Precise Collision Checking also set to it.
HERES MY PAYER_OBJECT INFO:
BUT is there something I have missed and/or done wrong? Please help me!!
Here's a record of my problem:
http://www.youtube.com/watch?v=WL7eOkkYD_s
HERES MY PAYER_OBJECT INFO:
Information about object: Mario
Sprite: sprite6
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: Collision mask
Create Event:
execute code:
grav=.3;
mspeed = 8;
Step Event:
execute code:
if (place_free(x,y+1)) {
gravity = grav;
}else{
gravity = 0
}
Collision Event with object Mark:
start moving in directions 000010000 with speed set to 0
Collision Event with object Mark:
start moving in directions 000010000 with speed set to 0
Collision Event with object Mark:
execute code:
vspeed = 0;
Collision Event with object Victory Mark:
execute code:
vspeed = 0;
Collision Event with object OFF Block:
execute code:
vspeed = 0;
Keyboard Event for <Space> Key:
execute code:
if!(place_free(x,y+1)) {
vspeed -= 8;}
Keyboard Event for P-key Key:
display message: GAME PAUSED
Other Event: Outside Room:
for other object: jump to the start position
set the number of lives relative to -1
Other Event: Game Start:
set the score to 0
set the number of lives to 5
set the information in the window caption:
show score with caption score:
show lives with caption lives:
don't show health with caption health:
Other Event: No More Lives:
display message: TRY AGAIN !!!
show the highscore table
background: Donut Plains
show the border
new color: 16384, other color: 255
Font: "Times New Roman",10,255,0,0,0,0
restart the game
Key Press Event for <Left> Key:
set speed to 3 and direction to 180
set the sprite to MovingLEFT with subimage 0 and speed 1
Key Press Event for <Right> Key:
set speed to 3 and direction to 0
set the sprite to MovingRIGHT with subimage 0 and speed 1
Key Release Event for <Left> Key:
start moving in directions 000010000 with speed set to 0
set the sprite to sprite6 with subimage 0 and speed 1
Key Release Event for <Right> Key:
start moving in directions 000010000 with speed set to 0
set the sprite to sprite13 with subimage 0 and speed 1
Sprite: sprite6
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: Collision mask
Create Event:
execute code:
grav=.3;
mspeed = 8;
Step Event:
execute code:
if (place_free(x,y+1)) {
gravity = grav;
}else{
gravity = 0
}
Collision Event with object Mark:
start moving in directions 000010000 with speed set to 0
Collision Event with object Mark:
start moving in directions 000010000 with speed set to 0
Collision Event with object Mark:
execute code:
vspeed = 0;
Collision Event with object Victory Mark:
execute code:
vspeed = 0;
Collision Event with object OFF Block:
execute code:
vspeed = 0;
Keyboard Event for <Space> Key:
execute code:
if!(place_free(x,y+1)) {
vspeed -= 8;}
Keyboard Event for P-key Key:
display message: GAME PAUSED
Other Event: Outside Room:
for other object: jump to the start position
set the number of lives relative to -1
Other Event: Game Start:
set the score to 0
set the number of lives to 5
set the information in the window caption:
show score with caption score:
show lives with caption lives:
don't show health with caption health:
Other Event: No More Lives:
display message: TRY AGAIN !!!
show the highscore table
background: Donut Plains
show the border
new color: 16384, other color: 255
Font: "Times New Roman",10,255,0,0,0,0
restart the game
Key Press Event for <Left> Key:
set speed to 3 and direction to 180
set the sprite to MovingLEFT with subimage 0 and speed 1
Key Press Event for <Right> Key:
set speed to 3 and direction to 0
set the sprite to MovingRIGHT with subimage 0 and speed 1
Key Release Event for <Left> Key:
start moving in directions 000010000 with speed set to 0
set the sprite to sprite6 with subimage 0 and speed 1
Key Release Event for <Right> Key:
start moving in directions 000010000 with speed set to 0
set the sprite to sprite13 with subimage 0 and speed 1
BUT is there something I have missed and/or done wrong? Please help me!!
Here's a record of my problem:
http://www.youtube.com/watch?v=WL7eOkkYD_s