Fix #1884. This is an inprogress shot of replacing the collision detection with precise detection. The following levels have been adjusted
What I need from everyone else is testing. Pull down the branch and test. You'll need to jump straight to those levels I listed above (otherwise it will crash).
@edisonout I'm really looking for you to test, since you've had trouble with our slopes before.
Also note, enemies and nodes and a bunch of other stuff is broken as well.
Scanning left and right somewhat work
Running left and right work. Only abed works for now
One way platforms somewhat work. Still need to work on slopes
One way platforms work. Next up: slopes
Fix collisions with multiple platforms
Make sure interpolation is bounded
Slopes are working 90%
Fix blocks to work for horizontal movement
Update the sandpits-2 and the valley-2 map with new collision layers
Enemies are falling off, but I assume that's eventually going to be fixed later? Also, in the sandpits, for the moving platforms that go back and forth horizontally, you can stand in midair on the part that's sticking out even when the player isn't directly on top of the platform. Killing floor and climbable nodes don't seem to work for some reason either. But otherwise, slopes look much much better.
It seems like when you walk off the edge of the block you drop extra fast, or is that just me? either way I'm loving this it feels more natural.
@didory123 yep, all those issues are known and will be fixed. I'm just looking for feedback on the physics of things. @CalebJohn I agree, I'm not sure what's up with that. I think it has to do with me not setting player.velocity back to 0
Reset velocity to 0 once you hit a platform
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All working well for me. I can slightly walk into wall in sandpits-2 but that looks like it's just how the blue boxes have been placed in the tmx.
It seems that tip calculation isn't perfect.
Do you want any help with this? Not sure how much use I'd be coding, but could definitely help out with Tiled.