We seem to be getting onto a number of different topics here :T
NotionGames I would argue that a game like Ubi actually is perfect for the platform behavior. It's incredibly simple in terms of platforming and uses a large resolution which hides or nullifies the issues and inaccuracies I mentioned earlier. Now go make perfectly accurate and bug-free Super Metroid engine and tell me the platform behavior is ideal ^^;
Haha. Yes, you are definitely correct. It is a pretty simple platformer. It was mostly designed around what could be done with the platform behavior so yes, I don't know the low level problems that are going on. So I pretty much don't speak of them haha. But I do take your word for what issues you are experiencing.
NotionGames
Good job! Love the game. Did you get it to wiiU? If I may, the game is fairly typical in the "platforming" sense. I mean that, your need for platforming mechanics was fully solved and contained within the behavior. Anything else you needed could be added on top. That is perfect as a use case. There is no reason why you can't get the platform behavior to work in many projects. But if you have a low level problem with something the platformer behavior does, it renders the whole behavior useless to a project. You can't correct what the behavior does with collision detection or resolution... and so on.
Thank you! I am actually redoing a lot of things and releasing Super Ubie Island REMIX. Level design touch ups and blah blah..
Back on topic. I couldn't get the game working on the wii. Just too high resolution and stuff going on. I'm just assuming that is the issue. My other smaller games work just fine though. I should probably do like Tokinsom and start making pixel platformers to hopefully reduce the amount of resources needed to run. I went through with a programmer and did a bunch of performance tweaks but the framerate is still a bit too low to properly detection collisions, resulting in unwanted deaths. :/