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(1 edit)

I haven't tried it before no, but I followed your guide as closely as I could and still couldn't make it work. My character fell through even though I made sure to run the event at the beginning to autofill the tilemap, I made sure that behavior was applied, had my Collision tiles marked and gave the objects the platform behavior. I could try it again but I sincerely don't know where I went wrong if there was a mistake on my part somewhere

(+1)

Here are the notes I can think of right now

Note that this extension differs from the "Tilemap Collision Mask" added in GDevelop 5.0.139 in the way "Tiled" is set.

The "Tile Layer Formats" of the tilemap file must be CSV.

Is the "Layer Index" value you set for the behavior correct?

Does the GDevelop debugger show any warnings or errors?

- yes, I checked and it's just the usual Tilemap, not a collision mask

- I double checked, it should be CSV

- I'm not 100% sure about that? should it be on layer 0?

- I got a "Not yet ready to generate a collision!" error in the debugger, not sure what that means

"Not yet ready to generate a collision!"

This message will appear if you run the "GenerateCollision" action before the parsing and merging process is complete.

Try using the "isReady" condition as shown in the image in the documentation.

I went over everything and double checked - I think I got it! it still didn't work when I tried the "isReady" condition but I realized the map I tried to use had multiple layers and I think that might've been messing it up, but now it seems to work! Thank you so much for making this and for helping me so thoroughly