@trueicecold
Thanks, appreciate the feedback!
Rotation is indeed on the todo list in some form. After trying a couple of things it seems like the most straightforward way is to keep automatic rotation to 90-degree intervals (which, as I understand it, is how the classic Sonic games handled it anyway). This will still probably require the user to define the left and right corner points that they wish to rotate around (though it'll probably default to the bottom left/right corners of the bounding box for simplicity's sake).
Regarding your second question, I'm not entirely sure I understand. Collision polygons are limited by Construct 2 itself to be made up of segments, rather than being truly circular. That said, I don't think the limitation is too much of an issue. The example capx has curved surfaces made up of only a few segments, but even that is enough to give the illusion of a curve.
If, however, you're rotating the sprite with the behaviour itself, then I can see where you'd be having issues. In the current version of the behaviour, the base sprite should be kept unrotated (or rotated manually only at 90 degree intervals). I'd recommend making the base sprite invisible, and overlaying another sprite used purely for display purposes. Rilem had a brief example that seems to work reasonably well:
Rilem wrote:Poxnixles wrote:Rilem wrote:Good luck, can't wait to see this finished.


How'd you get the surface rotation to work here exactly?
