Hi guys,
Even if I'm not asking questions lately, I'm still working on my game, but I guess most of my issues are solved for now, so I don't need to bother you. :p I still hang around though.
I worked on some new tile shapes, maybe some of you could be interested in them (I attached them to this message). Some can probably be improved, but they still behave fine I think. Here are the tiles I created:
- a bottom-half solid tile (can be inserted between a downhill left and a downhill right and fits perfectly).
- a bottom-half top solid tile (like the one above but only solid when you arrive from the top)
- a uphill top solid tile (like the uphill tile but only solid when you arrive from the top or the left)
- a downhill top solid tile (like the uphill tile but only solid when you arrive from the top or the right)
- a uphill left top solid tile (like the uphill tile but only solid when you arrive from the top or the left)
- a uphill right top solid tile (like the uphill tile but only solid when you arrive from the top or the left)
- a downhill left top solid tile (like the uphill tile but only solid when you arrive from the top or the right)
- a downhill right top solid tile (like the uphill tile but only solid when you arrive from the top or the right)
I think the bottom half tiles are perfect, but sometimes the uphill and downhill top solid tiles can be a problem if the character wants to jump through and arrives from the side where there is a solidity. So I gotta prevent the problem in the way I design the level. Or maybe someone (like Bluemonkmn or Durnurd) could check it out for a solution!

Also, I realized (so late...) that with one good tileset for solidity, I could have done all my levels. What I mean is, I could have drawn the levels in photoshop (or another drawing software) and import big images into sgdk2. Then, use these images for the visual on a layer (with low z-index) and create the "solid" layer (where I put all the sprites) over the visual layer. Use the universal solid tiles and draw them over the visual layer, put in the sprites, etc. Then, when all the solidity is done, go into the frameset and set all the universal tiles to invisible. So I use always the same tileset to make the solidity, but it doesn't matter to the person who is playing because all he sees is the visual layer underneath and the sprites on the layer with invisible tiles. Do you follow me?
By using this method, only one tileset with tile solidity is needed for almost any situation. I thought, maybe that could be explained into the help file? I didn't see this anywhere... Anyway, it's just an idea. It's a little late for me to go back and redraw all the levels using this technique, but when I'll start another project, I will be sure to do that.
What do you guys think?
Thanks!