I think you can use a standard collision. Use Sphere-to-Polygon Collison checks for Player-to-level Situations.
Something like:
Something like:
t_player=1 t_level=2 entitytype level1,t_level entitytype player,t_player entityradius player,1.5,.75 collisions t_player,t_level,2,2 ; define Collisions checks ;main game loop:---------------------------- while whatever ;... keys aso. translateentity player,0,-.01,0 ; simplified Gravity uptateworld() renderworld() flip wend