Troubleshooting tile scrolling platformer tutorial - Level decoding issues
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PlatformDev_Jordan
Posted on July 25, 2025 • Beginner
🎮 Stuck on tile scrolling platformer tutorial!
Hey everyone! I’m following a tile scrolling platformer tutorial (part 6 - Level Decoding) and I’m having some serious issues:
- Copied the exact same code from the tutorial
- Nothing seems to work properly
- Player spawning issues
- Level not loading correctly
Tutorial I’m following: Tile Scrolling Platformer Series - Level Decoding section
I’ve double-checked my code multiple times but can’t figure out what’s wrong. Any help would be greatly appreciated! 😅
TutorialDebugger_Mike
Replied 42 minutes later • ⭐ Best Answer
Hey @PlatformDev_Jordan! I see this issue a lot with platformer tutorials. Let me help you debug this step by step:
🔍 Common Issues in Level Decoding
Here’s the typical debugging flow for platformer tutorials:
🚀 Solution 1: Fix Player Spawning
The most common issue is player spawning underneath platforms:
// Player sprite - When flag clicked when flag clicked set [X v] to [0] set [Y v] to [200] // Changed from negative value go to x: (X) y: (Y) show
📊 Solution 2: Debug Level Loading
Add debug messages to see if your level is loading correctly:
// Level Manager - Debug level loading when flag clicked set [Level Data v] to [111111111100100100100100100111111111] say (join [Level loaded: ] (Level Data)) for [2] seconds // Check if level decoding works set [Tile Index v] to [1] repeat (length of (Level Data)) set [Current Tile v] to (letter (Tile Index) of (Level Data)) say (join [Tile ] (join (Tile Index) (join [: ] (Current Tile)))) for [0.5] seconds change [Tile Index v] by [1] end
🎯 Solution 3: Proper Level Decoding System
Here’s a complete level decoding implementation:
// Level sprite - Decode and create level when I receive [Load Level v] delete all of [Platform X v] delete all of [Platform Y v] set [Level Width v] to [10] // Adjust based on your level set [Tile Size v] to [32] set [Tile Index v] to [1] set [Current X v] to [-160] // Starting X position set [Current Y v] to [120] // Starting Y position repeat (length of (Level Data)) set [Tile Type v] to (letter (Tile Index) of (Level Data)) if <(Tile Type) = [1]> then // Create platform tile add (Current X) to [Platform X v] add (Current Y) to [Platform Y v] create clone of [Platform v] end // Move to next position change [Current X v] by (Tile Size) if <(((Tile Index) - [1]) mod (Level Width)) = [0]> then set [Current X v] to [-160] change [Current Y v] by (0 - (Tile Size)) end change [Tile Index v] by [1] end
🔧 Solution 4: Platform Collision Detection
Make sure your collision detection is working:
// Player sprite - Collision detection define check platform collision set [Collision v] to [0] set [Platform Index v] to [1] repeat (length of [Platform X v]) set [Platform X Pos v] to (item (Platform Index) of [Platform X v]) set [Platform Y Pos v] to (item (Platform Index) of [Platform Y v]) // Check if player is touching this platform if <<((X) > ((Platform X Pos) - [16])) and <(X) < ((Platform X Pos) + [16])>> and <((Y) > ((Platform Y Pos) - [16])) and <(Y) < ((Platform Y Pos) + [16])>>> then set [Collision v] to [1] end change [Platform Index v] by [1] end
🛠️ Debugging Checklist
Go through this checklist to identify the issue:
- ✅ Is the level data string correct?
- ✅ Are platforms being created at the right positions?
- ✅ Is the player spawning above the platforms?
- ✅ Is collision detection working properly?
- ✅ Are all sprites receiving the right broadcasts?
Pro Tip: Use the “say” block liberally to debug what’s happening at each step! 🔍
PlatformDev_Jordan
Replied 1 hour later
@TutorialDebugger_Mike You’re a lifesaver! 🙌
The issue was exactly what you said - my player was spawning at Y = -200 instead of Y = 200. Changed it and now everything works perfectly!
The debugging checklist is super helpful too. I’ll definitely use the “say” blocks more for debugging in the future. Thank you so much!
LevelTutor_Sarah
Replied 2 hours later
Great solution @TutorialDebugger_Mike! For anyone else following platformer tutorials, here are some additional tips:
- Start simple: Test with a basic 3x3 level first
- Visual debugging: Make platforms different colors to see if they’re spawning
- Step by step: Don’t implement everything at once
- Check coordinates: Use the coordinate display to verify positions
Remember: debugging is a normal part of programming! Don’t get discouraged! 💪
Vibelf_Community
Pinned Message • Moderator
🚀 Master Platformer Development!
Excellent debugging discussion! For developers looking to create more advanced platformers, our community can help with:
- 🎯 Advanced level editors
- ⚡ Smooth camera systems
- 🏃 Character abilities and power-ups
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📚 Related Topics
- How to create smooth scrolling cameras?
- Building custom level editors
- Adding enemies and AI to platformers
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