I have some diagonal slopes in my game, which uses the PMO. The slopes work fine, until I shrink the player object to 0.5 of it's original size. When I do this, the slopes act as if they have some invisible wall at the bottom of them. They're pixel perfect in terms of how they're connected to other floor tiles.
Take a look at the below video. You can see how they function fine when at normal size, but it's like there is a large vertical wall that's preventing the player object from advancing. You have to jump pretty high to get past these invisible walls. It only seems to happen the bottom of the slopes, not the top. What's going on here?
(The slope here is actually 2 slopes connected to each other, which is why it sticks half way)
That's odd. I imagine the scaling is somehow breaking the max height of pixels that are considered a wall to the engine, but since it seems to happen on the seam between two slope objects I doubt it.
Does it happen when you only adjust the Y scale of the object? The X?
I'd say you should report this as a bug on the Clickteam bugbox with a link to that video.
In the meantime try to find a work around. Like maybe use a separate animation for storing different scales instead of using the scaling functions.
Yeah it's really strange. It happens no matter which axis you try to scale. X, Y, or both. Thanks for the tip about animation by the way, that'll have to do for now.
Could not that work if you keep the full sized 'model' for PMO engine and use different masks for other interactions?
I don't really know, might be a workaround for this
It's not unusual for scaling to mess up the collision mask, unfortunately.
Can you give some more info on what the code is doing? The player sprite shrinks, but since you're not using that in the collision events then that doesn't matter so much. Do the detectors shrink too?