Jaxxoon R wrote:Yeah, the latest Kirby does it too. Seems most 2.5D games just try to minimize the time spent ''inside'' the platform by playing a fancy flip animation when dropping down through it, as well as making them very thin. I guess you could try lowering the alpha but I'm not sure if it'd be worth the effort.
The red squares are just damage boxes. I figured if the player's really falling that fast it'd probably be best to do some extra damage in case they suddenly fall onto an enemy or into a group of them. Once I've got a decent swimming system in I'll go back through and tweak the way attacks and movement are handled a bit.
Also probably not going to happen, but I'm hoping I can eventually get the camera distance values to lock/change on the fly, for bosses/cutscenes/Klonoa-esq panning or whatever.
Ah okay, I was curious about the red box, really takes me back to my Clickteam Fusion days haha.