Quote:
Originally Posted by DustyPorViva
I just tested it at size 2, speed 5 and didn't even jump over a 1 tile thick wall. Though I suppose circumstance has a lot to do with it. The wall check is checking the desired position, instead of the space BETWEEN the player and the desired position. So at the speed of 10, at the size of 2, the new position is ahead 10 spaces, and the size is 2 so that's 8 tiles not being checked.
It's a fairly easy fix though, which just involves adding the speed to the size of the onwall2.
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I found I was able to jump over a tree line whilst moving diagonally but yeah it's exactly the same problem I've had before...I eventually went insane trying to create a method which would check for a wall within your speed, move you right before that wall but still allow for the other axis movement and sliding....it's beyond me
