Making a new custom platformer movement from scratch. Want to have this nailed down, BUT ALSO want it to be able to have multiple instances of said player. Maybe as many as about 50? I made a movement before, but doing detection and stuff (doing code to prevent the characters clipping through smallish floors and walls) created a performance drop (from 60fps to about 25) when about 20 characters were around (standing idle D: didn't do a good job with efficiency hah) It's definitely the code that lagged the game, so I have a few questions.
1) Where should the events go? I always do them in the event sheet for a layout, never really gone into other things.
2) How would I efficiently detect floors and walls? I use a main collision sensor which is contained with smaller sensors that are paired up with the main sensor, in which detects the floor below, walls, ect. Is there a command I don't know of that could help me here or lower usage of sprites or anything? Or does it not matter? :P
3) How would one go about slopes? Slopes (45 degree at most) are my mortal enemy, I find them a bugger to code. Best method I've made includes placing a hidden sprite over each and every slope in the stage that uses loops to stick the character to the ground (In my old example, if about 5 characters stood on a slope, the framerate would drop :[ ) High speeds worked well with this method usually. (Other methods, when a character moves at 15 pixels per tick, it wouldn't detect the slope and the character would go flying.)
4) Random other question not regarding platformer stuff, is there a way to make rope physics with the physics behaviour? Nothing fancy, don't need pixel perfect collision with the rope, but just a dangly line that I could use to make a light (the light would be connected to the end of the rope and when the light is hit, it bounces around and stuff, just a nice effect I would like ^.^ )
Man, sorry for writing an novel of a post, but any answers are greatly appreciated.!