Default controls (checkbox): Having it activated by default, this allows the object to receive input by pressing the arrow keys and space bar.
Physics layer: The current physics layer of the platformer, the object will only interact with platforms on the same layer.
Use alternate physics (experimental) (checkbox): Use the new physics that do not require of floor raycasting, this is still on the works so be careful.
Fast character (checkbox): Activate it to handle fast collisions more efficient, useful to reduce the cases where the character is fast enough to go through collisions.
Speed
Acceleration: This is the speed obtained (per frame) by input, affects ground speed and X speed (on air).
Friction: This is the speed lost (per frame) when there's no input and object's ground angle is below the slope factor minimum angle.
Use forces (checkbox): Activates the usage of forces on the movement.
Without forces = Position + SpeedValue
If you want to use forces and travel the same distances you go through without forces, you'll have to multiply most of your speed values by 60 (friction, acceleration, max speeds, top speeds, gravity and jump speed, etc).
Max speed: The maximum speed & the maximum x and y speeds on ground. This only has effect on ground.
Max horizontal speed (airborne): The maximum x speed on air. This only has effect on air
Max vertical speed (airborne): The maximum y speed on air. This only has effect on air
Top speed: The maximum speed on ground that you can obtain with input. Do not confuse with max speed.
Top horizontal speed (airborne): The maximum x speed on air that you can obtain with input. Do not confuse with max horizontal speed (airborne).
Ground
Upwards slope factor: This is the speed lost by the object whenever it's moving up in a platform if the object has a ground angle equal or higher that the slope factor minimum angle.
Downwards slope factor: This is the speed obtained by the object whenever it's moving down in a platform if the object has a ground angle equal or higher that the slope factor minimum angle.
Slope factor minimum angle: This is the minimum ground angle to apply slope factor, when slope factor is applied, friction is ignored and top speed can be breaken by the factors.
Airborne
Air friction (checkbox): Allows friction to be applied on x speed while airborne.
Gravity: Speed added to vertical and horizontal speed (airborne) each frame.
Gravity angle: Angle used to apply gravity to the airborne speeds while on air (90: Down, 180: Left, 270: Up, 0: Right).
Jump speed: The value added to the horizontal and vertical speeds in the start of a jump.
Formula:
Object.xspeed += Object.jumpspeed * cos(ToRad(Object.groundangle - 90))
Object.yspeed += Object.jumpspeed * sin(ToRad(Object.groundangle - 90))
Jump height reducer: The value that multiplies the speed in a jump when jump input is not received in active jump frames.
Formula:
if (Object.yspeed < (-Object.jumpspeed * Object.jumpheightred) && Object.jumpframes > 0) {
Object.yspeed = -Object.jumpspeed * Object.jumpheightred
}
Jump frames: The amount of jump frames you get in a jump, while these frames are active in the jump, specific things happend like:
-You can't touch the ground until jump frames have passed.
-If you release the jump key/input while having jump frames, your jump speed will be affected by the jump height divider and jump frames will be removed.
Ceil bounce factor: Vertical (y) speed will be multiplied by this value when the object (in airborne) hits a ceiling when going upwards. Things that happend in specific values:
0: Nothing, the object will just lose it's vertical speed.
<<0: The object will bounce off the ceiling with speed.
>>0: The object will keep some of it's speed.
1: The object will be sticked to the ceil.
>>1: The object will be sticked to the ceil and increase speed, with the ending result of going through the ceiling.
Physics layer: The current physics layer of the platform, the object will only interact with platformers on the same layer.
Obstacle mode: The way the platform will behave towards hedgehog platformer characters.
Structure: Works as usual, wall and grounding sensors functioning.
Wall: Only allows wall sensors to work on it, meaning that hedgehog platformer characters won't be able to land/be grounded on it.
Meaning that the condition 'Is on floor' for hedgehog platformer characters will be kept false if the object is on top of it.
Floor: Only allows ground to work on it, meaning that hedgehog platformer characters won't be have efficent wall collisions.
Resulting in the condition 'Is pushing into a wall' kept false if the hedgehog characters are pushing into it.