My platform game so far - Need help with slope detection
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PlatformGameDev
Posted on July 17, 2025 • Intermediate
🎮 Platformer slope detection challenge
Hey everyone! I’m working on a platform game and I’ve got the basic movement working fine using a standard platformer tutorial. However, I’m running into a major issue: my character can’t go up slopes! 😅
The current collision system works perfectly for flat surfaces and walls, but when the character encounters a slope, they just get stuck against it instead of smoothly climbing up.
I’ve tried modifying the collision detection code to handle slopes, but I can’t seem to get it working properly. The character either:
- Gets stuck at the bottom of slopes
- Clips through the slope geometry
- Moves too jerkily when trying to climb
Has anyone successfully implemented smooth slope detection in their platformer? I’d really appreciate some guidance on how to modify the collision system to handle angled surfaces! 🤔
PlatformerExpert_N8
Replied 1 day later • ⭐ Best Answer
Great question @PlatformGameDev! Slope detection is one of the trickier aspects of platformer physics, but once you understand the concept, it becomes much more manageable.
🧠 Understanding Slope Detection Logic
The key insight is this: when your character hits a wall, you should check if moving slightly upward would resolve the collision. If it does, then you’re hitting a slope that can be climbed!
🔧 Step 1: Basic Collision Detection Function
First, make sure you have a solid collision detection system:
define Check Solid set [Solid v] to [0] if <touching [Walls v] ?> then set [Solid v] to [1] end define Move X (amount) change [X v] by (amount) Check Solid if <(Solid) = [1]> then change [X v] by ((0) - (amount)) end
🏔️ Step 2: Enhanced Slope-Aware Movement
Now here’s the magic - modify your horizontal movement to include slope detection:
define Change X By (X) // Move in small increments for precise collision repeat ([ceiling v] of ([abs v] of (X)::operators)::operators) // Move one pixel at a time in the direction we want to go change [X v] by ((X) / ([abs v] of (X)::operators)) // Check if we hit something Check Solid if <(Solid) > [0]> then // We hit a wall! Try to climb up (slope detection) change [Y v] by (1) Check Solid if <(Solid) = [0]> then // Success! We can climb this slope // Stay at the higher Y position and continue else // Can't climb - this is a real wall // Undo both the X and Y movement change [X v] by ((0) - ((X) / ([abs v] of (X)::operators))) change [Y v] by (-1) stop [this script v] end end end
⚡ Step 3: Optimized Version with Better Physics
For even smoother movement, here’s an enhanced version:
define Advanced Move X (X) set [original Y v] to (Y) set [steps v] to ([ceiling v] of ([abs v] of (X)::operators)) set [step size v] to ((X) / (steps)) repeat (steps) change [X v] by (step size) Check Solid if <(Solid) > [0]> then // Try climbing up to 8 pixels (adjustable slope steepness) set [climb attempts v] to [0] repeat until <<(Solid) = [0]> or <(climb attempts) > [8]>> change [Y v] by (1) change [climb attempts v] by (1) Check Solid end if <(Solid) > [0]> then // Couldn't climb - hit a wall change [X v] by ((0) - (step size)) set [Y v] to (original Y) stop [this script v] end end end
🎯 Step 4: Slope Descent (Going Down Slopes)
Don’t forget about going down slopes smoothly:
define Check Slope Descent // Only check if we're on the ground if <(Y velocity) = [0]> then // Look ahead to see if there's ground below change [X v] by (1) // Look one pixel ahead change [Y v] by (-1) // Look one pixel down Check Solid if <(Solid) = [0]> then // No ground ahead - we might be at a slope edge change [Y v] by (-7) // Check up to 8 pixels down Check Solid if <(Solid) > [0]> then // Found ground below - stick to it repeat until <(Solid) = [0]> change [Y v] by (1) Check Solid end change [Y v] by (-1) // Back up one pixel to be on solid ground else // No ground found - we're at a cliff edge change [Y v] by (8) // Reset Y position end else change [Y v] by (1) // Reset Y position end change [X v] by (-1) // Reset X position end
🚀 Step 5: Complete Integration
Put it all together in your main movement script:
when flag clicked set [X velocity v] to [0] set [Y velocity v] to [0] set [on ground v] to [0] forever // Handle input if <key [right arrow v] pressed?> then set [X velocity v] to [5] end if <key [left arrow v] pressed?> then set [X velocity v] to [-5] end // Apply horizontal movement with slope detection if <not <(X velocity) = [0]>> then Advanced Move X (X velocity) set [X velocity v] to ((X velocity) * (0.8)) // Friction end // Apply gravity and vertical movement change [Y velocity v] by (-0.8) // Gravity Move Y (Y velocity) // Check for slope descent when moving horizontally if <not <(X velocity) = [0]>> then Check Slope Descent end // Update position go to x: (X) y: (Y) end
💡 Pro Tips for Perfect Slope Physics
- Slope steepness limit: Adjust the maximum climb height (8 pixels in the example) to control how steep slopes can be
- Smooth movement: Use fractional velocities and pixel-by-pixel movement for the smoothest experience
- Ground detection: Always check if the player is on the ground before applying slope descent
- Performance: Consider using a “ground sensor” sprite positioned slightly below the player for more efficient ground detection
This system will give you smooth slope climbing and descent that feels natural and responsive! The key is the step-by-step collision checking combined with the upward movement attempt. 🎮
PlatformGameDev
Replied 2 hours later
@PlatformerExpert_N8 This is absolutely perfect! 🤩 The step-by-step explanation makes so much sense now!
I implemented the basic version first and it works like a charm - my character can now smoothly climb slopes without getting stuck. The pixel-by-pixel movement approach was the key insight I was missing.
The advanced version with the climb attempts limit is brilliant too - it lets me control exactly how steep the slopes can be. Thanks for the detailed breakdown and the pro tips! My platformer feels so much more polished now! 🎉
CollisionSpecialist
Replied 3 hours later
Excellent solution @PlatformerExpert_N8! 👏 I’d like to add one more optimization for anyone implementing this:
For even better performance, you can use a “ground sensor” approach:
// Create a separate sprite called 'Ground Sensor' when flag clicked forever go to x: ([x position v] of [Player v]) y: (([y position v] of [Player v]) - (20)) if <touching [Walls v] ?> then broadcast [on ground v] else broadcast [in air v] end end
This reduces the number of collision checks and makes the slope detection even more reliable! 🎯
Vibelf_Community
Pinned Message • Moderator
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