Re: Slope Detective vol. 1
I tend to avoid detectors alltogether when I can. This platform widget does not use any detectors to work and still support slopes. I just updated it to work as a single object that yet features a separate collision mask that doesn't interfere with the graphics. If you just wrap it all into a fastloop that loops through all the enemies, it should work nicely!
My example, although it uses very few events, is probably a bit hard to comprehend though. I'd set up a nice multi-object one flexible enouguh for your needs that doesn't require modification other than AI programming, but I need to make some kind of exchange for that to work (e.g. a bunch of sprites for my game) so I don't fall behind my schedule. If anyone's interested, let me know.
Re: Slope Detective vol. 1
While I do appreciate the example and the gesture I don't really want to use an engine that I can't understand. It makes it less customizable for me. These embedded detectors nearly work but I think I might have done something wrong.
It's all in my example
http://mfa.aquadasoft.com/view/1271240357-Hopes_for_slopes_2
I'm not sure whether or not the fast loop has anything to do with the problem or not. What really confuses me is the same basic code using the individual detectors works and the one with the embedded only works slightly.
Re: Slope Detective vol. 1
Nifflas' engine doesn't use detectors, as he stated. It actually just runs loops that move the character a bit, test for if it is overlapping a backdrop, then move it back. This way it can always tell where the backdrops are without using detectors.