Ashley, I am sorry to bring up a glitch about your platformer behaviour, I am aware from previous threads that it is heavily complicated.
Maybe this glitch was by design perhaps, but again, sorry to be a pain. But, here goes:
Link to .capx file (required!):
Steps to reproduce:
1. Hold RIGHT on the Capx provided.
Walking up the slope and reaching the behind JumpThru platform causes the player to collide with them as if they were solid.
Continuing to hold RIGHT as you go up the slope and get pushed downwards causes you to not collide with the SECOND slope. (You must land on solid ground before the second slope seems to regain collision or something)
Walking up the second slope shows a reasonable sort of platform scenario that makes this glitch noticable. Having a character that has platforms behind them or scenery behind them that they can walk past but also jump on top of may cause problems when slopes are involved. As observed, if the platform ISN'T sloped and is overlapping jumpthru's, it behaves fine.
Should be able to walk up slopes without getting pushed downwards.
Construct 2 version:
Thanks for reading!
IIRC, we can't support sloped jump-thrus. There are too many cases where it's not clear what should be done if you're overlapping/standing on two jump-thrus at once. It works fine if you make the slope a solid.
I'm pessimistic this type of issue can be fixed, I'm afraid.
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Ohh I see. Thanks for checking it out :D
I reckon I could try and make a workaround involving testing the ground collision separatly from wall collisions, or just try to avoid having to intersect jumpthrus by using solid slopes like you said.
Thank you for your time!