Thanks for such a quick response; it is appreciated. I messaged Metroidquest too, and I am hoping that he can show me a bit about the basics of his engine so that I can learn from it.
well I dont have much time to look at it right now Ill have to check it out more tomorrow but at a fast glance
1) Your collision object and your player object are two totally separate objects... they really shouldnt be theres no reason. You only need to mask the players object with a shape like the collision one and handle collisions that way no need for 2 different objects
2) your problem with the 16x8 block looked like it was cause the mask for it was set to 16x16
3) the view will follow whatever object you tell it to follow that doesnt really mean it has to be the player object
No worries, check it out when you can. I will probably be busy with my girl most of tomorrow anyway.
The reason I used 2 sprites is because one is for the player when he comes into contact with solid tiles (the red outline), while the other (the player itself) is for when he comes into contact with enemies. If you have another way to do this I am all ears because I basically need 2 separate masks for the player's object. The reason is when jumping for example, he has once frame where he uses a crouching sprite, and if they shared one mask, either the hitbox would be too big when facing enemies, or when it came to collisions with tiles, it would not act correctly (basically here the mask for enemy collisions should be about 14, while the one for tile collisions should be about 28 so he lands on the block correctly).
My issue with the view is that in SOTN if you play it you qill quickly notice that the view is NOT of the entire room, but once the player gets past a certain X&Y values, it will not scroll anymore EVEN though there is more of the room left to see. After you play with my file, you will quickly see my issue.
Oh and I double checked the 16x8 tile; it's mask is only 16x8. So I don't know what is up with it.
Does that also include his drawing of the whip just before he attacks? I've noted in SotN that Richter has a set of three destinct whip draws bfore his main attack ensues. And if Richter turns to face the apposite direction while drawing the whip, he will execute a fourth animation that isn't shown in the basic attack stance. It looks something like a half-circle.
The whip code in SOTN is absolute trash! It will not be the same. For example when first attacking the whip will be maybe 3 images so it only has 3 hitxboxes. Once extended it will be 2 (one for the body, one for the head; in sotn it is 16!). Now if you are referring to richter's animation, then yes it probably will be.
As for brandishing the whip, that will also be different. Since I will have whips that don't have straight round or square bits (like the leather one)/