Yea, I'm always open for suggestions and feedbacks.
I'm not sure if I understood your question correctly. By platforms you can jump on, do you mean like a trampoline? There should be one such event in the demo.
As for those you can fall through or walk over (I'm assuming you mean passing through events), you can do either of the two:
1.) Define those events as Sensors by adding the Is Sensor comment on the event's page, or you can manipulate them programmatically with a script call ($gameMap.event(x)._isSensor = true). This is similar to ticking the Through checkbox of the event editor. Sensor events do not interfere with other objects physically, but collision events still occur when they are in contact with another body.
2.) Changing the collisionFilter.mask property which defines which types of bodies an event can collide with. Change the collision mask by adding a Collision Mask:MaskId comment. Replace MaskId with any of the presets: Player, Player_Projectile, Map, Event_Projectile, Event, Misc, Item, or Bounds. You can define multiple ones, but separate them with a comma.
You can also do so programmatically with a script call ($gameMap.event(x)._collisionMask = MASK_CONSTANT). Replace MASK_CONSTANT with any of following:
- PLAT_COLLISION_CATEGORY_PLAYER
- PLAT_COLLISION_CATEGORY_EVENT
- PLAT_COLLISION_CATEGORY_ITEM
- PLAT_COLLISION_CATEGORY_PLAYER_PROJECTILE
- PLAT_COLLISION_CATEGORY_EVENT_PROJECTILE
- PLAT_COLLISION_CATEGORY_MAPBODY
- PLAT_COLLISION_CATEGORY_MISC
- PLAT_COLLISION_CATEGORY_BOUNDS
Like so:
$gameMap.event(x)._collisionMask = PLAT_COLLISION_CATEGORY_PLAYER
or for multiple masks:
$gameMap.event(x)._collisionMask = PLAT_COLLISION_CATEGORY_PLAYER | PLAT_COLLISION_CATEGORY_MAPBODY