Yeah their are things certainly beyond my capability for sure. I'll be honest the stairs feature in my opinion seems much better than in the original cv1 and cv3 to be honest. I thought it was oppostie like you can't get hit off the stairs but in nes version you can.

? Either way i do think he meant to code that in at some point because the pain/hurt strips for the players had them getting hit on stairs, standing,ducking, and even ones where they are flying through the air(possibly standing or even stairs hurt sprites). The doors ah...yeah i don't know. They seem fine to me. I guess if he wanted he could use sotn doors or some other games doors. I'm sure they'd work too. I don't think height in that case would affect code if a door image was swapped with another. But either way this is far less glitchy engine than it's predecessor, that engine had a major stairs flaw. But since has been fixed.
This is literally what i posted from the other forum, in terms of glithces or flaws in the game:
*A few notable glitches - 1) when player is hit in mid air you can hit jump and bump yourself up allowing you to possibly fall to safety like at 4:10 in the video. I shoulda died at that point. So i just wanna have that be a notable for obreck when he's back.
2)sypha and grant can't move upstairs to a new room in some cases. Either my count is screwy(uncertain) or they are too short for the top of the stairs. Just something for he and i to look into.
3)if a foreground is put in the view of the player at the start of a room like i think in 7, the screen goes black for a split second. Maybe Obreck can do some coding to rid this problem, if not there's an easy fix around it. I could make an object instead of the foreground and bring the depth up(so as to see the player move behind it). This may eat up slightly more size of the game but probably not much especially if i pull out the background and just make it a sprite.
4)not a glitch but.....I have a slanted platform in room one which doesn't match up well with obreck's slopes. The player moves akwardly on them.Maybe i could change it or he could add code that would suit that platform for smooth walking transition.
Well honestly 3 and 4 i do think i've figured out a solution as i stated with 3. But recently i realize with the code for a slope i could just make the object larger(sloped) and it may be alright. I may have to tweak cooridinates but i doubt it'd be hard to figure. Either way imo his engine is coded alot more effecient than many out their. And these are small glithces that are easily fixable. Nothing to drastic
@ corpsecrank. Yeah honestly we all had a discussion on the basis of the players and their attributes. We wanted them to be all aswell rounded as possible. Meaning each player has their pro's and cons. We didn't want to make any player too much easier to play with than the others. I think trevor overall was the tank of the game(the stongest) with the most normal attacks and basic powerups. Not to much fancy stuff. With alucard he is next most powerful but he can fly,double,jump. That sort of thing. With sypha she is normally the weakest in terms of attack but when she has sub items she becomes the strongest(does mmost damage). With grant he has the weakest attack and weakest defense. Though his sub weapons do more damage than trevor's or alucrds. So he is somewhat close to sypha. Trevor is normal speed, alucard is medium fast, grant is very fast, and sypha is slow. YOu get the picture it's all about the balance of the players. They were mean to make the game more doable and fun. Sypha even has an item crash wish is hellish upon enemies. It is similar in alot of ways to the old nes game but alucard in particular can attack on the stairs, plus his main attack is the sword like in sotn. His old nes attack 3 way shot, hellfire etc become his sub items. Plus a shield and that invisible dash attack in sotn. So yeah they all have pro's and con's. And hell yeah i reworked sypha,grant, and even a tiny bit of alucard sprites from back a while ago to get them looking more fantastic and more playable. The most notible of course is the total revison of spritework and coding on sypha. Grant just got his attack tweaked so he didn't wabble when attacking. Alucard i think he just had pixel cleanup issues or somethings. Oh yeah and to whoever said Sypha hair version should be unlocked, i totally agree. I do believe we were aiming to get an unlockable skins in the game, plus downloadable content aswell.