the hitbox is so useful because if your animation has different image sizes it doesnt affect the colision but, if you dont use it you are gonna get a lot of collision and animation issues. just do the “put an object around other” event to put your “player” aroud the “hitbox” and add the behavior to the “hitbox” so the “player” just play the animations when the “hitbox” does something. thats the best way to do that
The tutorial on the wiki seems to be an old one for it doesn’t use that hit box.
I also tried that but it didn’t work, because when trying to change animation to Idle or Walk, the player just stopped moving. Maybe that was the real reason the example didn’t use that method?
if you show me your events as pictures maybe i could help you, because i use that method and works fine to me.
you should make a “hitbox” and a “player” then just put every collision and behavior to the “hitbox” and the animation to the “player” for example:
no conditions—put “player” around “hitbox”…
“hitbox” is moving—set the animation(walk) for “player”
“hitbox” is jumping—set the animation(jump) for “player”
Ah, I think you are right.
I started a new project using the platformer template and replaced all “playerhitbox” with “player” and deleted unnecessary lines. It worked without a problem.
I guess I just made a mistake somewhere last time.
I tried again, and it didn’t work…
I think I’ve found the problem.
The pictures I am using all have blank space below the character, in another word, the collision mask is in the center of the picture. For some reason/bug, the character never really touches the ground.
I think I’ll just drop the idea of removing PlayerHitBox, otherwise I need to crop every picture. Besides, sometimes I just want to play with the collision masks so they are not always on the ground level.