I believe this is a 'common' problem, and I'm not sure if it has been solved properly. Maybe in the archives, as John said ? In a lot of examples, you can climb up a wall as if it was the ground.
Maybe you could setup separate collisions ground/walls:
player->wall (ie. type 1 <-> type 2)
player->ground (ie. type 1 <-> type 3)
Then, you could use EntityCollided(player, 2). That would check if the object 'player' has collided with an object with a certain collision type, in this case type 2.
Maybe you could setup separate collisions ground/walls:
player->wall (ie. type 1 <-> type 2)
player->ground (ie. type 1 <-> type 3)
Then, you could use EntityCollided(player, 2). That would check if the object 'player' has collided with an object with a certain collision type, in this case type 2.
EntityType player, 1 EntityType ground, 2 EntityType walls, 3 Collisions 1, 2, 2, 3 Collisions 1, 3, 2, 3 repeat if EntityCollided(player, 2) then ...player has collided with floor end if forever