Tried to improve performance by canceling collision directions that were already checked. Don’t worry, they still work. I also found out the big check (where it checks if it’s inside the tile on the next frame) isn’t what’s causing the big fps drop.
Enemies and items are no longer duplicated to the other side if the level width is 16.
I got going into the slope working, in both directions. Going down will be the hardest, and be the part that requires a lot of checks. I also made sure to down-grade the player version, which is why I unpublished it last time.
Oh, and I didn’t account for jumping (yeah, I didn’t add it here).
There is an large invisible collision plane below the slope, btw… this is why the player doesn’t just keep falling.
Edit: releases slope test 3, player is no longer slowed down at the top, and would now be able to jump even if they were inside the collision area… I think…
Admittedly, it’s not perfect. There are some obvious edge cases i missed, like when the player is moving down the slope, for example. They’ll just snap into position when they get into range the way I did it… or just freeze in place…
Ground Slamming will now make the enemies and crates bounce a little, giving the illusion that the slam is very powerful.
If you jump at about the right moment after slamming on a crate, you’ll be able to clear 1 extra block. It is a little hard to pull off, but still doable. You just need to do is as the crate is giving you the boost…
tweaked the slam bounce value from 8 to 9 to make it easier to do the crate boost trick.
each entity is now bounced differently due to the slam impact. Large enemies are bounced less because they are heavy, small enemies are bounce more. The crate is bounced most because they are lightweight.