I'm trying to make a platformer with Mario style jump-and-hit blocks and I'm finding that when the block is supposed to change, all the blocks change. I have the collision set to an image point on the bottom of the block; this works correctly. I am currently trying using to have one animation with two frames control the change: the first frame be the "unused" block and the second frame be the "used" block, though I did try it with separate animations and got similar results.
My current pseudo code:
Event: Pick <Player Object> overlapping (<block>.ImagePointX(1), <block>.ImagePointY(1))
Action: set <block instance number "used"> to 1.
Event: System: every tick
Action: <block> set animation to <block instance number "used">
[/code:3ojwth9v]
I also unsuccessfully tried this instead of the second line:
[code:3ojwth9v]Event: <block instance number "used"> = 1
Action: <block> set animation to <block instance number "used"> [/code:3ojwth9v]
Also relevant may be the fact that only the first block actually works when hit at the image point.
Any suggestions would be helpful.