by DST » Sun Feb 15, 2009 5:47 am
The way you did the view movement was confusing, how to start and stop it and still be in the visual stage. Sure i can add numbers, but thats something i could do in any scripting, and ge's greatest feature, imho, is the actor stage. Being able to create levels and know what they look like before ever compiling the code.
And the doors didn't seem expandable, unless i added more values by hand, whereas i'd like to just place a door clone and a wireframe clone at every door and switch between them by an array (created on their create actor script).
You know how it is....things get complex and you get frustrated trying to figure them out, so you start over.
At the same time, your collision method was great....You should make a post, its the best one to date, the way you store yvelocity and reenable it after collision on sides of block....that's the perfect solution for GE platformers. Should probably replace my platform posts.