Zebbi,
Thanks for buying it! The P2 plugin has a wall hang only so anything additional that you do via events will be good! If the player is moving at int positions then it's not P2 - my plugin works to 1/8 pixel iirc (I'll check).
Jump height is different because the standard plugin doesn't use Newton's equations of motion, only an approximation, which means that different frame rates will give different jump heights.... But this is not a problem with P2 :)
That and a completely different collision system (including filtering) are the main differences.
There shouldn't be any latency compared to the standard plugin. I'm intrigued by what you could mean for that.
Cheers!
Yeah, as we worked out, it's because platform+ registers the input during pause, whereas platform2 doesn't. I've tried matching the jump heights and jump speeds, but it's quite tricky to get a frame accurate match, specifically because I can can't change the timescale without it screwing up platform+'s height scale (which platform2 THANKFULLY fixes!) so step incrementing is the only real option for side-by-side testing. I assume incrasing gravity will increase the jump acceleration speed, which is the hardest part to match between the two, specifically the initial launch speed of the jump, and platform2 always seems a little slower to launch the jump. I'm not sure how to take Newton's laws:
v * v = u * u + 2 * a * s
= (v * v - u * u) / (2 * a)
is distance traveled which, in this case, is jump height; so jump height = jump strength squared >divided by 2 x gravity
ccording to Newton(edited)
o, double the jump speed = you jump 4 times the height (due to velocity squared)
and apply that to my platform+ settings to get the closest possible match I can. The reason I need it exact is for porting a couple of game engines already designed with previous platform settings, and also so I can finish writing a walljump group of events that accurately matches platform+ (which is tough to do by comparison without the rest of the speeds matched).