Okay, I have read some articles about basic platformer creation, people say it's the hardest part - to make correct collisions at high speeds. Indeed, even if I have 60 fps, an object moving at like 50-100 pixels per tick is hard to trace. The problem is, if it hits a wall, it passes through it, detects going too far and returns the object to a defined point next to a wall with speed 0 (or ricochets). But if I have a 5 pixel wall in a middle of a stage, even at low speeds collision may just be missed. Yeah, you'd say "make 2 areas, check if object in one, another will be a whole hitTest zone to return from it" but what if I need a maze of randomly drawn walls? What is a good way to make thin walls an object wouldn't pass?
Thinking of platformer, I recall Castlevania and Metroid, it wasn't AS3, but still, maybe you know how they did it so smooth? Good fps? Predicting collisions? Or does nobody make crazy speeds like a ricocheting bullet?
I could really use some ideas before I dive into coding. I wish to at least know I'm moving the right way, even if it's hard. To not end up with 1000 lines, not remembering where is what and CPU load @ 95% for 1 single object XD My guess for now is make 4 invisible blocks right, left, up and down of the object and count each side collisions separately. But it may get ugly on the corners. 8 blocks maybe?