I am getting close to being finished with the platform engine for my new game. All it's lacking now (that I have planned to add so far) is swinging ropes.
However, getting those moving platforms to work was quite a chore. Any attempt to do pixel collision checks (where one object overlaps another) between the player's detectors and the platforms failed randomly - especially with vertically moving platforms moving at high speed.
I solved it by ignoring collisions altogether - instead I checked the positions of the edges of the objects against each other, to see if they were overlapping, and that seems to work so far.
My question is if there is anyone else that has run into similar issues when creating moving platforms using fastloops? I am curious as to why overlap checks does not seem to work reliably in these situations. I would really love it if detectors worked, since they generally produce less code.
I am attaching an exe for anyone interesting in seeing the result so far. I will likely provide the project file once it's done as well, so people can use it as a base for any platformer, but I want to finish it first. Keep in mind that everything but the character is just placeholder graphics so far, so don't expect much
Move left and right: left and right arrow keys
Jump and double jump: Z
Wall jump: Hold Z and use the arrow keys to bounce of walls.
Swim: Tap Z repeatedly
Climb: Press up to grab ladders, and press up and down to move on them
Fall from platform: When standing on a jump through platform, press down to fall down from them.
Scale window with + and -
F for full screen
W for windowed mode
Q to quit