This is weird. I’ve got a simple example and it’s working fine, so there must be something else going on or amiss.
Can you do the following:
In the platform character behaviour of personaje1, can you set the jump speed to 600?
Then create a new scene, with just personaje1 top half of the scene, and a trampolin inthe bottom 1/2 of the scene, but directly below them. For the events of that scene, just have:
a collision detection between the two objects, and
for the action just have a simulate jump key on personaje1.
Have focus on this scene, and run it.
When it runs, your personaje1 should start falling down the scene, and bounce back up when it hits trampolin.
Can you confirm this is what happens if you set up a new scene like I described and run it?
Yeah, that’s what I’m trying to figure out. By getting the OP to create a new scene, I’m hoping to determine whether the linked events could be an issue. The next step would be to link the external events into the new scene, and see what happens.
Another thing still to consider too, is whether the OP has 2 trampolin type objects that look the same but have different names.
I didn’t say it affect the platform effect ! It could have some instruction that could affect it, but it seems it’s ok.
Your player size maybe is too large. You could trim off the excess area. Maybe this is causing the problem in your collision detection.
In your script you’re using : if personaje1.PointX(“Trampolin”) but your point is TrampolinCheck?
Why would he rename the point? What do you think about trim off the sprite?
He should create another objet, apply the platformer behavior and test to check if the collision mask is the problem.