Yes, I have found that the event based collisions (messages) feels odd with how it goes through each colliding object separately. I’ve used GMS2’s collisions and they get the job done, allowing me to make multiple collision checks on demand. I don’t have a problem with resolving the collisions in the case the player goes through the wall a bit, but it seems too difficult for me to do such things correctly with Defold.
I love how Defold is easily made available to play on a bunch of platforms, and it’s free to use. Open source is nice too, although I’m not at the point where I can make use of that sort of thing.
Seeing that there are no solid examples without issues like these, even with the platformer sample on Defold https://github.com/defold/sample-pixel-line-platformer has problems with the creases between each tile which messes up the surface normals.
I just am not sure Defold is what I need right now. I really want to make a platformer with reliable physics that are predictable and accurate. I’ll keep trying with what I’ve been working on and see how things go. But I might have to move to something else for now.
Thanks for your response. I have seen potential with Defold with pretty nifty games out there. The collisions are good for most cases, but I guess platformers require extra attention? I think even a function to manually check for collisions would change things dramatically. So raycasting helps with achieving such results. But as I’ve experienced today, it takes a lot of figuring out to get all of the proper points and directions to get the right collisions checks.