I've got a potentially great but buggy platform engine. I took a lot of things from DavidN's platform tutorial on CT's website and added numerous things of my own. The good:
- Bottom detectors only. No need for top of left and right detectors.
- Springboards of varying heights.
- Fans (horizontal ones haven't been implemented yet because they seem to be buggy).
- Hanging from and pulling yourself onto ledges.
- Nearly pixel-perfect collision detection.
The bad:
- Slopes don't work at [i]all[/i] unless you're consistently moving up them.
- Horizontal fans weren't working so well, so I scrapped them for now.
- Sometimes, particularly after being blown by a fan, the character falls into the ground. I have an event to pull him out on a loop, but it's still noticable.
- Probably some minor bugs.
Open-source, as I intend to release the engine as open source one day anyway:
Phizzy has been helping me make a solid engine, and i had trouble with ramps for a long time, got them working now though.
I have a theory that the lack of side detectors is messing up your ramps. I couldn't figure out how side collisions worked in your game but maybe your game is treating the ramps like they are walls?
I looked at the events and my brain closed down, i'm a bit of noob at these fastloop things.
The way I handle slopes is to have right and left detectors that don't reach all the way down. The player can't move left if the left detector is overlapping an obstacle, or right if the right detector is overlapping an obstacle. Fiddle with the detector positioning, and combine it with ground pushup to make slopes work.
Nice engine so far.
"Omg. Where did they get the idea to not use army guys? Are they taking drugs?" --Tim Schafer on originality in videogames
"Sometimes, particularly after being blown by a fan, the character falls into the ground. I have an event to pull him out on a loop, but it's still noticable"
If you put the unsink loop after the falling movement code you shouldn't see it sink at all.
I like the satisfaction of making my own engine. Plus, it's infinitely more customizable. I could make things like reversible gravity and such. I'd rather use the Platform Object for enemies (as a last resort).
If wishes were fishes then we'd all smell like ladies' underwear.
You might. I haven't used it at all before. I [i]was[/i] using the default platform engine for enemies, which worked really nice (as long as you didn't make them jump).
If wishes were fishes then we'd all smell like ladies' underwear.
Phizzy: I'm not sure. That's why I'm trying to do it all custom. I think the PMO might have a "jump" action - I remember in one of the examples that the AI was jumping.
If wishes were fishes then we'd all smell like ladies' underwear.