Well, considering that my last wo articles got good feedback, I decided to post this third part. I forgot to mention how to program slopes into the default platform engine (if you made fixes from the last two articles, then you should have all the default platform bugs ironed out). It's similar to wall climbing (the use of invisible objects). Place invisible objects on the the slope areas. If the player holds right on a slope that is going upwards when you are facing right, move the player up (x) pixels. This still may not work in some cases. The fix is simple. Make the actual slope sections non-obstacles, and have the non-sloped ground (most likely, a square shape) be obstacles. Move the slope detectors accordingly. Now, on to other matters. If you want a ranking system (like my first game will), then I suggest you base it one one or more of the following: time (each second and minute removes a certain amount of points), score, remaining lives or life, saves, retries, and/or fighting skill (20 hit combos or head shots earn more points). Total up the score, and give the player the appropriate ranking and reward (rewards are important). Well, that's all for now. A part four is not a sure thing, but I'll probably make one.

Cha!