1) just set the current X speed or whatever to *-1 of its current X speed. That'll push the player back at the same speed they were moving at.
2) I'm sure I read a tutorial here on how to do that. Probably to do with spreading values and all that.
3) No. I don't think so since they'd all have collisions at different times. But I haven't tried so maybe!
For the floor trick I'd use collisions with active objects in a group that act the same as backgrounds, but the collision is deactivated if the player is holding down. So that'd be
Player collides with background
OR
Player collides with Group 0+players Y speed is greater than -1 (so the player can pass up through the floor)+down key is not being pressed
= Collision
ok yeah the bounceback made sense
not sure what spreading values is, is it useful?
oh i actually meant the holding on to the edge thing but the floor trick is also something i had forgotten to write down and yeah it made sense
[Game design makes my brain feel like its gonna explode.]