Sorry for the negative title, and the book post, but I'm trying to write a platform game and becoming increasingly frustrated by the collision detection issues with the Platform movement system.
I've been searching the forums and one thread mentions that the platform movement is only included for backwards compatibility, that it's buggy and shouldn't be used and that one should instead create our own platform movement system.
Is this correct? Isn't this against the very idea of what Game Factory is about?
The same thread also points to the tutorials and says there's a good example of a platform engine in there.
Unfortunately, I can't see any GF2 specific examples for a platform engine. There are plenty of MF2 tutorials however.
If there are issues with the platform movement system, I would have thought that it would make sense to fix them, Or offer a new platform2 movement system if compatibility is a problem.
Here are the problems I'm having.
1. Walk Animations occasionally continue even though the player is no longer walking.
2. Collision detection whilst falling or jumping - whilst fine detection is enabled and animation changes. New animation causes collision where previous animation didn't causing the player gets stuck in walls or other obstacles.
Box collision would be ideal if I could alter the size of the collision rectangle independently from the sprite image,
3. Player freezes briefly if multiple platforms overlap and the player tries to walk past a platform.
4. Climbing animation still plays when the player is at the top of a ladder or when the player is no longer moving up or down.
These issues are getting in the way of the game development and are costing me time. I expected a learning curve, but I didn't expect to have to compensate for glitches.
The reason I purchased GF2 in the first place was that I didn't have the time to write another engine. My last game+engine (written in Object Pascal with SDL) took over 6 months to build (see www.crashblock.com for an example), so I do know the little pitfalls in building a decent collision detection resolution and platform movement system.. trust me
Also, my previous engine isn't as cross platform as I'd like and can't take advantage of Java. Another reason why I chose GF2.
Apologies if it appears that I'm having a Rant, I'm not really. I just want to find the best way to create a decent platform game, using an existing game system without spending lots of time wallpapering over the cracks so I can concentrate on the Game itself.
GF2 and MF2 appear to have a good community, so I put it to you. What is the best way to proceed?
As my project is too big to attach, Here's a link.
Most of the problems can be experienced inside the castle.
Controls are [Left][Right] to Run. [Space] to Jump and [CTRL] to kick (although you can't hurt the animals) The key to the castle is under the rock. [UP] to open the door.