Ok i have it pretty much working, and already stumbled in the next problems.
I feel really silly for asking that much of you guys as this tool is supposed to be very easy and i feel stupid for not getting along that much with it
I can jump now and tweaked to a more or less "realistic" scale, its more of a hop but works when in movement, i don't want the player to be able to jump like 5 meters high and 10 meters wide. So what he does right now is jump pretty much as highas he is, 16px high platforms or no problem, 32px high should be a problem.
But what happens right now is, i guess pretty much because of the lack of sorting and the needed smaller collision volume, is that the player can move way too far over the ledge of a surface.
But see your self:http://nonpublic.airborn-game.com/wip/neox/jumping.exehttp://nonpublic.airborn-game.com/wip/neox/jump2.png
of course one sort of fix would be to stop the player from jumping, pretty much like nintendo removed it from zelda atfer the links awakening i guess. but i can't take the air out of airborn, jumping, height and a windy feeling is part of the world and even if its just a small 2d prototype to get some planning done for the 3d version, it should somehow work out. And i feel pretty bad for not finding a way on my own
The next issue is that i can't find a way to a: rotate the base like the 8direction behaviour does and b: then read that out to apply the according animations to the player sprite, i did this with the 8direction behaviour and i worked out really nice but i really have problems finding a way to do that with the custom movement behaviour.
I played aroudn a lot more with some of the other premade premade plugins, and i have to say so far its a great piece of software you created here, if only i'd just be a bit more technically oriented
hmmm just thinking as i don't have the need to sort the plateaus right, might it not be a more elegant/simple solution to just place some triggers around the plateaus rim, when on the trigger, looking in the right direction play some sort of generated animation that ignores the collision for the time of the animtion? so i don't have to care for depth based 3d fake solution?
So is there a way to play some sort of anim, moving the base dependent on the trigger, X units to the side and Y Units down? same would work with jumping "up" a plateau, just playing the anim ignoring the collision of the rim of a plateau for the time of the animation?