Yoburg: glad to hear you found the problem! I'll be sure to keep that in mind.
Kyir: Thanks for the bug reports... That block one especially does sound dumb to fix. I'll see what I can do
EDIT:I looked into it and I think I've found a fix for both problems. The GUI display was easy, just replace all instances of
view_xview and
view_yview in the Draw GUI event of the world object with 0 (Turns out that the Draw GUI event automatically offsets the draw calls for you, so you don't need to specify that you mean "draw this on the view" every time! Neat! Thanks based Studio)
For the platform bug, this is being caused by the platform trying to pull the kid up, but the block trying to push the kid back to where he was. The fix for this one is a little stranger:
////player.create
y_offset=0;
////player.end_step
//replace
//x+=hspeed
//y+=vspeed
//with
if (o.solid) {
x+=hspeed;
y+=vspeed;
}
if (y_offset != 0) {
y=y_offset;
}
////platform.player_collision
//right after djump = true, add this:
y_offset=other.y-9;
If you're using a version of the engine from before the align fix (I think everyone is?
) then you should delete the player's collision with playerKiller/block events, and add an end step event with the code in this engine. The physics are much more consistent with existing engines. I'm going to update the first post shortly with a new version... stand by!
P.S. If you've already been designing something in the engine and are afraid you'll miss all the changes that have occurred since you downloaded your copy of the engine... TOO BAD (jk jk) post here if you have any problems and I'll help you integrate the fixes with your work in progress.