rykein wrote:woah pretty cool. the shadows are a bit weird though. also some of the movement around the cliff messus up.
lol i just figured out what you meant by shadows, because there there are no shadows, i just opened it, and saw what you meant it's it's due to having an indexed palette on the image, i did it to all images in the data folder just before i uploaded to shave off a few kb, the irritating thing is it has an alpha too, it shouldn't do that, and no other tile is effected besides the cliffs, but as far as i can tell ge decides to choice topleft pixel as the alpha colour, i just tried adding magenta as alpha placing it at index 0 on the palette and remove the images alpha layer (which is a method i've used without a hitch in other non ge endeavours), but strangely i open up and it was solid, i reopened and it was transparant, and after doing that a few times it doesn't have a pattern like game editor is randomly deciding which colour is alpha (topleft or index0) easy fix would be to open up the image in an image editor like photoshop paint.NET or GIMP or something that you can switch the image to rbg (i suggest those programs because they have alpha transparency support)
and secondly the cliff face is only meant to be approached from below, i'm aware what happens whilst you are up there but you're not meant to, i've overhauled the collision system anyway
on another note i'm having to overcome a hurdle with collision while jumping, i think it can be easily solved by putting,
if (jumping==1) {
CollisionState("Event Actor", DISABLED)
on the collisiontiles and ofcourse revert it otherwise, i'll test it later, can't now got to do something.