So, Ludum Dare 19 is ending in less than ten hours. My game isn’t even close to being finished. I attempted to use this LD as a way to learn PushButton Engine. I feel like what I’ve learned is that PBE is documented poorly and is hard to learn. The current version has no tilemap support, which is quite disappointing as I was trying to make a platformer. I was able to grab code from a development version of PBE though for displaying tilemaps though, but I had a lot of trouble trying to make the tilemap work with the collision detection. The way I was able to make it work was to generate Box2D collision polygons for each tile, but using Box2D physics for a platformer like mine proved to be awkward as my character would get stuck on tile corners and bump off walls, which made wall jumping difficult. PBE does also have its own collision system that does not use Box2D, but I was not able to figure out how to make it work with the tilemap due to lack of documentation.
The one final approach for physics and collision detection I’m yet to try is to ditch Box2D physics, but just utilize its collision detection system, and write my own physics. It’s the final glimmer of hope for PBE, but it’s an uphill battle at this point.