Here’s a quick video of the problem: http://screencast.com/t/K31C4J1a1j
I had a similar problem when I created my own custom map. I might double check that you have an object layer defined in your map, with a layer property “spriteLayer = true”. Also making sure that the object layer is above your ground layer.
It appears I have that: http://screencast.com/t/829gCAb0bN5
What else could it be?
I saved-as another simple map that works fine. I only erased the tiled and set new ones.
Thanks
I noticed that you changed the locX and locY parameters of your goto midway through your first screencast, when you changed the map to castle2. The first thing I would check is how you are setting the starting location of your player sprite, and whether this has to be adjusted for castle2. In castle2 you could only move upwards a short distance before encountering some kind of invisible obstacle; it is more likely that your player sprite is still loading somewhere else in the map and running into a wall near to it, far off camera.
You can use mte.fadeMap(0.5, 1) to turn every layer translucent and check for your sprite.
I had a similar problem when I created my own custom map. I might double check that you have an object layer defined in your map, with a layer property “spriteLayer = true”. Also making sure that the object layer is above your ground layer.
It appears I have that: http://screencast.com/t/829gCAb0bN5
What else could it be?
I saved-as another simple map that works fine. I only erased the tiled and set new ones.
Thanks
I noticed that you changed the locX and locY parameters of your goto midway through your first screencast, when you changed the map to castle2. The first thing I would check is how you are setting the starting location of your player sprite, and whether this has to be adjusted for castle2. In castle2 you could only move upwards a short distance before encountering some kind of invisible obstacle; it is more likely that your player sprite is still loading somewhere else in the map and running into a wall near to it, far off camera.
You can use mte.fadeMap(0.5, 1) to turn every layer translucent and check for your sprite.