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Scriss



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6th June, 2009 at 23:53:56 -

Hello everyone, recently I've been working on a small project in MMF 1.5 and I ran into a problem: I can't find a way for backdrop objects to remain "active" when they're not on screen. This creates some annoying loopholes in my engine where characters can walk through what is meant to be solid obstacles when they're not on screen. They only way I can think of to fix this is to replace the backdrop objects with active ones, since active objects can be toggled to remain active if they're too far from the player window.

Anyone know an easier way? Many thanks.

 
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Ricky

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7th June, 2009 at 00:01:12 -

It's the charters that you need to make active under all circumstances.

 
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RedEnchilada

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7th June, 2009 at 15:36:29 -

Go into the frame properties and check "Check for background collisions even outside of window" or whatever it's called.

 
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UrbanMonk

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8th June, 2009 at 05:20:13 -

RedEchidna hit the nail on the head, but also as Ricky said the charters need to be active if you want the collisions to take place off screen.

 
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Pixelthief

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8th June, 2009 at 07:31:26 -

Be warned that clicking the 'Check for background collisions even outside of window' option means the collision map has to be the size of the entire level. Which means you can have ridiculous amount of slowdown on large levels, especially with multiple layers (each layer has its own collision map).

Without that option enabled, however, backdrops are simply not put into the collision map offscreen. Their boundaries will end at the edge of your frame, even if the backdrop didn't. One way to work around this is to disable your enemies movements when offscreen; it doesn't matter if they are moving since they player doesn't see them.

 
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