Hey hey :)
I'm curious about something, and figured I would make a quick post in the community before I power down for the night. While working on some new gameplay features in my current project. I was messing around with different knock back functions. When the player gets damaged, sending it backwards(relative to enemy.x or projectile collision) and upwards or downwards, by adjusting the Platform Behavior Vectors X & Y. Then flashing, taking damage, putting into Hurt State, etc.
What I noticed is I need to set the Vector X parameter to an extremely high amount of pixels, to get the result I am looking for. But, the Vector Y can be much much lower. I figure this is because of the Platform Behavior's, default Deceleration property. And, I'm assuming the Platform Gravity has nothing to do with any Friction slow down the player on the X plane, as the value can be far lower for sending the Player upwards on the Y plane.
Does it really make any difference, whether you are just setting an extremely high amount of value to the Platform Vector X? Or if you temporarily lower the Platform Deceleration, and then use a lower value on the action adjusting the Vector X(positive or negative depending on location to enemy), before setting the Deceleration back to it's default? I store all default platform behavior values for the Player as variables on start of layout, to easily set them back to default. If I ever need to change them for any other actions.
I'm not really sure if it makes a big difference or not computing/performance wise. I've tried it both ways, and can get the effect I'm looking for either way. Setting a really high value to Vector X, as a positive or negative value. Is just far less action blocks within the function, and keeps the event sheets a bit cleaner. But I'm working on a couple different knockback functions, to keep the event sheets minimal, either way.