heh, cool. My brother and I can't get past Dracula in the first game. And I think there is moving platform support now. Also, what's the red line detector at the bottom of the guy for?
Well I'm in to that whole custom movement thing, especially back in my MMF2 days (where you basically HAD to, to get something nice done). So thats a floor detector... Though I believe now I could check instead by using 'collision at offset', but this started as a pure code port. In fact, with custom collision masks I can probably turn the kids 3 objects into one -- but I think 2 is fine, just in case I need to do anything that would require them being split.
Yo kayin welcome back
Anyways, I got I v-sync build up. platform logic runs at 150 ticks, 3 times the original speed. This is the same solution was using for Brave Earth. So a v-synced, time deltaed game that is 100% pixel perfect.
For things like some enemies and events, I'm probably just going to use normal time delta.
Next thing to do is to simplify some code and then add moving platform support and wall jumping... and then for some NEW stuff.
Also whats this custom movement behavior? I haven't found any real description of it on the site and it sounds like the type of thing thats targeted to me. I don't think I'd use something like that for IWBTG (which I want to of course feel like IWBTG still, so the closer to the original code, the better), but it might be useful for Brave Earth when the feature enters a stable build.