Interesting! Just the sort of feedback I was hoping for. Thanks deadeye, you're the best.
As for the appendages, this is just the bounding box, I guess I should have explained the idea a little. I've got to rewrite everything completely to include TimeDelta, and at that point I think I will integrate them fully - they were more of an accident... but essentially, it's to allow the player multiple stages of 'hanging'. There must be a better way to do it, but I figure once I get a sprite animated and overlayed (these objects hidden) it should make more sense - stepping up, grabbing the ledges, etc. I'm actually lying to myself, because it just won't work. The player's lower half needs to pull up, after hanging on with the upper half, but I can't have both objects with the platform movement, because one is used for testing, etc, and it is just a big sorry mess of my not being a programmer.
... The red flag was also a complete accident, but I thought the movement was predictable. I guess it's sort of complicated, and would need again the animations to be present to understand how your character is moving... but, I could just make it simpler. It's basically, tap left, then right again, but that doesn't really make much sense.
edit: hah, yes, I see, it's doing all sorts of crazy things. Hey, that's a feature..!
Sorry about the physics objects overload, it would have been a cruel thing to crash your whole computer. I was thinking about them last night; this was just for my own amusement, to make a ball pit of sorts, but it also led me to discover various bugs and other methods of creating the effect I want. Basically, in the next re-write there will be no active physics objects until the player splashes them into the air, at which point they are purely cosmetic (and will have sprites to look more like splashes/droplets depending on their upward velocity). I see no reason to have fully simulated crap if it doesn't look right and isn't actually contributing anything but lag most the time, so presumably faking cosmetic stuff is where it's at.
I agree, it is completely unusable at the moment, but it did allow me to get my own thoughts in order. The movement was the main test, everything else basically... crap thrown in to have something to do..? Very sloppily. Next writing, I think I'll concentrate on getting movement working exactly how I want it, instead of a weak approximation. At the moment, it's pretty poorly conceived... movement, acceleration and jump strength are all affected by crouched height, the strongest apparent effect being air x velocity, which is more or less halved if the player is standing. It seems to work well for me if the player knows they must crouch to make a distant jump, but without knowing that I guess it's kind of lame.
Run speed and acceleration increases as the player reaches a height of 75 (100 and 50 being standing/fully crouched) - cosmetically, I thought it added a sort of 'bumbling' effect, but it makes more sense to have acceleration constant and only change the movement speed. The levels aren't meant to be extremely challenging; a lack of TimeDelta may be the reason for its present failing. I really dread implementing it, because from previously setting the speed to an exact value using an equation, it becomes guessing, adding amounts based on some secret hidden decimal...