I do have to say the built in platform behavior is so nice to have as a base cause slopes, jump throughs, and moving platforms are really tricky to do on your own. The only few things I add with events on top of it is coyote timing, increased gravity while falling, and early input buffering. It feels REALLY good to control after that.
This makes me strangely nostalgic. A Platform Behavior tutorial was one of the first things I read when discovering the engine, back in the Construct 2 days. x)
Is there any chance that the Jump Through Behavior can get the collision filter/tags system that the regular Solid Behavior includes? It's a bit frustrating that the collision tag system is so powerful and useful, but only works with the Solid behavior.
I have a 600k tilemap generated using cellular automata for a space mining game that used this behavior as a starting point for learning. I believe the video of it is on my account still.
I do have to say the built in platform behavior is so nice to have as a base cause slopes, jump throughs, and moving platforms are really tricky to do on your own. The only few things I add with events on top of it is coyote timing, increased gravity while falling, and early input buffering. It feels REALLY good to control after that.
This makes me strangely nostalgic. A Platform Behavior tutorial was one of the first things I read when discovering the engine, back in the Construct 2 days. x)
Is there any chance that the Jump Through Behavior can get the collision filter/tags system that the regular Solid Behavior includes? It's a bit frustrating that the collision tag system is so powerful and useful, but only works with the Solid behavior.
Agreed, that would be nice
I have a 600k tilemap generated using cellular automata for a space mining game that used this behavior as a starting point for learning. I believe the video of it is on my account still.
Nice! 👍
i had no idea the mesh distortion thing existed. I was having trouble with the player getting stuck to angled platforms.