Platform movement is where your characters move along platforms and fall down if they don't jump over gaps.

It is important to follow these instructions carefully to get successful platform movement.  If it doesn't work the first time, delete your objects and follow the instructions again from the beginning.
Create some quick backdrop objects to act as platforms and ladders.

Right click on the platform object you have just made.  Choose Obstacle > Platform

Right click on your ladder and choose Obstacle > Ladder

 

Add in an active object to be your character.  Place it just above the bottom platform.

Right click on your character and choose Movement > Select Movement  Choose Platform Movement

Set the Jump Control to be Up+Left/Right Arrow. 

Choose Try Movement and then adjust Gravity and Jump Strength to get a balance between having enough difficulty to make jumping across platforms challenging but not impossible.

Go to the Step Through Editor and collect the following events:
Player collides with the background Stop
Player leaves play area Stop
Add in a door for the player to get to the next level. 

The only doors in the libraries are background objects, but you need to make your door active to use it to get to the next level. 

To make the background door into an active object

  • Put in a background door
  • Right click on it and select New Level Object > Active. 
  • A second active door will appear.  Place it where you want your door to be
  • Delete the background door.  

 

Now add in an event for when the player collides with the door
  • Goto the Event Editor
  • Choose Add a New Condition
  • Add in Player Collides with the Door
  • In the Game Controls choose Go to Next Frame
 

Some other things you might like to do with a platform game

Collect objects before the door opens

Add in some active objects (eg keys) for the player to collect.

Go to the Event Editor.

Add in an Event to destroy the key when the player collides with it.

Now right click on your event number for when the player collides with the door.

Add a new condition to it.

Choose the Key to test

Select Pick or Count > Have All Keys been Destroyed?

Now the player will not get to the next level when it collides with the door unless all keys have been destroyed first.

 

Put in some danger

We are going to put in a 'baddy' who shoots an object every 2 seconds that the player has to avoid.

Place an active object on one side of the play area.

Go to the Event Editor and add a new condition

Choose a Timer event and every 2 seconds

Click on your 'baddy' and choose 'Shoot an Object'

Choose your bullet and the direction it will shoot out

Finally add in an event to restart the level for when the bullet hits the player. 

When you go to the Step Through Editor, after 2 seconds a bullet will shoot.  It will first of all collide with the baddy, then it will leave the play area and then it will be destroyed.  You can ignore all these events.

Reverse an Image

If your baddy is facing the wrong direction, you can reverse its animation.  Watch the video to see how to do it. 

  You could also add in objects such as fires to jump over to collect keys, or creatures that are buzzing around on a fixed path to add in more danger.
   

Elevator Movement

Here is a sample game designed by Odys (Grade 8) that will show you how to add elevator movement to your platform game  Download Elevator.zip  (13 Kb) then study the Event Editor to see how it is done.