Quote: "why do you not use polygonal shapes to check collisions? I did it in my platform game, and it works. It is very accurate, especially for characters without circular symmetry. "
Iam trying to do it old school with physics and are doing it simple in the begining.
When i understand it better so will i try to advance
Quote: "hi. First postive comments....I like the graphic, did you draw them, what program you use. "
Its all original work by me as i have planned to release it later on and dont nead any copyright issues

Iam a sucker for pixel art but not that very talented at it,i can do some simple tile and sprites when iam in the mood for it.
I have bin messing on and off with sprites and tile art for over 20 years.
It makes me relaxed

Iam a sucker for paint shop pro by jasc software.
Corel messed it up when they bought jasc.
I have paint shop pro 5 fully boxed,paint shop pro 7 with only the cd left.
I found paint shop pro x on ebay that i havent tryed yet but i will soon.
I used my paint shop pro 7 version on this game.
Quote: "The bugs i found were:
1. when switch between editor and the game , will fast the player keeps falling until you at the bottom of screen and can not move. Then when I got into editor not show."
The editor is so extremely rough

Did you change anything on the map?
Did you forget to draw the collider blocks? (white squares with an x in)
Did you forget to save your changes?
Could you post an screenie?
Wath is not showing in the editor?
Quote: "my Ideas:
When you in the editor is there any way to put a box outline on what tile you clicking."
A planned feature i havent simply done yet

I told you that iam lazy
Quote: "EDIT : dont get bored on this project "
No promises ! No promises
Quote: "I check if my character is on the ground before pressing the jump button, otherwise it does nothing. I also check how long it is pressed. Adding a smaller and smaller boost the longer it is held. Until a maximum time is reached."
Iam having some problem with the physics get collision id

So iam simply forced to using raycasting until its solved.
I have an function that checks if the sprite is on ground but if i only used a simple collision check so did it miss to many times when i wanted to jump.
So it also uses raycasting for its check.
I use 2 impulses for the jump in its current state.
1 = simple short jump when the jump bt is tapped.
2 = check if the jump bt is still pressed after a specific distance gives another impulse so he jumps higher.
Quote: "As you know there are others who have given up on using the physics for platform games"
Probably one more soon
Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.