ruskul wrote:@zebbi - Did you answer your question about instance based update vs object based update? If I'm understanding you correctly, then I use it to control each instance as I see fit. You can update all of the objects or you can use the conditions to narrow down which ones are affected.
You need to make sure all get updated though and that none get updated more than once... unless you are simulating high speed and need more checks per tick for whatever reason.
-Honestly though, at the end of the day, I have yet to be able to put the platformer behavior to a good use baring simple use case scenarios. I usually end up making my own, that way it is something new, unique, and mine. Its hard but then you can do anything and not worry about side effects of using the behavior.
Addressing this would be great (collision filtering solids)... though I believe the most useful thing that @Ashley could provide is more tools for lower level designs (access to the built in collision detection for example). Custom movement is an idea in the right direction but really lacks the tools needed to work with ideas similar to what @Zebbi noted. Not being able to access collision information, I had to basically make my own collision detection, filtering, and then built a custom platformer behavior over that. At this point I still tell people c2 is great for speed and prototyping, but once you get down to "making the game" you have to script- even in c2 - if you want something original, that is, from a mechanical perspective.
I see what you mean, I'm still in the middle of switching to using this method fulltime since I'm not sure if it will work in the way I need, here is the example I built for @ashley to look at: https://www.dropbox.com/s/3ezha00yp7da5 ... tairs.capx
as you can see, that just uses the stock c2 event, but you can understand with that how it SHOULD work, and how it's not possible to work currently due to the collision restrictions. Can I use the @ruskul mod to get this to work in the way I've exemplified?
Of course, we might be closer if @ashley goes ahead with adding the simplest little event to disable collisions per instance: viewtopic.php?f=151&t=170337