[quote:3fv18o4v]Well, I've been looking at how the collision system works with slopes, and it seems, in my game, for some strange reason, the character always moves with the slope properly on the right side, while on the left side, it acts like there's something else above the slope that it can stand on. Really odd. But it works perfectly when I try an elipse in the PS ones. Even stranger.
That's weird I had a similar problem with slopes though. It worked when I set the hitbox of the platform behavior sprite to per pixel collision, and not like it should be bounding box (since that hitbox/detector is a square after all). When it's set to bounding box it acts on certain slopes as if they were set to bounding box as well. While all slopes are set to per pixel. Very weird, since it only does that on certain slopes. But still check if your slopes are actually set to per pixel collision (I guess you have anyway).
Something else: actually vertical platforms aren't that hard to do. With one major drawback: jump sustain doesn't work because the action jump ignores whether you hold down the key or not. At least that's what I came up with. If anyone has a solution with jump sustain I'd really like to see that... but with the future version of construct the need for this will become obsolete anyway I guess.
Just saw the slopes hijack by Drasa. Very nice indeed.
But would you actually rotate the player to the same angle as the slopes in a normal J'n'R?
I guess you wouldn't. And it's a nice addition that you slip down from it, but as far as standarts go I would let the player stick to the slopes. But maybe that's just me.
Plus it doesn't seem to work with other shapes than 45 degree slopes, right?