@Tri-Angle I just updated my project to support trail caps
The new shorthand code is @cwwwaaa#rrggbb;xxxxyyyy-xxxxyyyy;
c= trail cap, but Round and Square are swapped (0 = square and 1 = round, and 2 = butt). This was to make things easier for me, since round has 5 chars, square has 6, and butt has 4. So I sorted then by length, and made a string variable that reads Square-Round--Butt
Obviously, Advanced mode only.
For a basic version, it would be something like this: @www#rrggbb;xxxxyyyy-xxxxyyyy;, which doesn’t support opacity nor cap since that is an advanced mode exclusive…
Updated this project, now includes Undo and Redo buttons. I didn’t even have to change my code, nor add any extra variables to do this other than “draw lines” and “lines drawn”…
For a line with ten points, mine is around 8 characters shorter than Tri-Angle’s (if mine used the same properties like width and color). With multiple lines of the same properties, it’s much shorter… and mine can get a little shorter still…
Updated the project again, the code is now 1 character shorter per trail property change.
hexagon’ adventures 1.0
Hexagon’s adventures is an epic searching quest, search for items in various locations!
Two adventures out now! More coming soon.
I will be making a project update topic for it soon. @avocados_and_cheese make sure to play now!
Added the ability to place other available triangles and fixed a couple bugs.
@t1_hopscotch I did find a bug in Hopscotch while updating the changelog of my own game: When you create a new line anywhere in the text, after a few seconds it immediately goes to the end of the string when it updates, rather than staying where it was. I experienced this with large strings of text, but it might also be occurring in any amount of text. I’ll have to test that out to be sure (edit: it does)
There was also a time where I deleted some math operators in a set variable, and the cursor was sent to the bottom of the list of rules (which would explain why the excessive scrolling was occurring), instead of directly below the block. I don’t have enough info to make a bug report on this, but I know it has to be very long where the whole block doesn’t fit the entire screen.
mission accomplished. trail-powered platformer. no physical objects, just trails (buttons shouldnt count lol)
i am officially publishing it because to continue my platformer idea, i need custom images, and therefore im breaking the rule of only-trails unfortunately :( that being said, i hope you enjoy this little project nevertheless :)
oh one last thing, shoutout to @C.H.Rissole for suggesting making the player a square, it’s draws the trails really really cool!
Anyone who wants to be tagged for updates to the demo please let me know.
Fixed a bug where the objects would completely ignore the triangles after turning to their right when colliding with a left wall. This was because they weren’t properly aligned on their x when they turned…
The objects will now correctly follow the pattern on the thumbnail.
Temporarily gave access to one of each fan (for the purpose of showing how each one works).
What’s that little blue button I see? Could that be the new speed-up function? Why, yes it is.
I also fixed a few game-breaking bugs, especially when objects were very close together as they reached the goal (generally only happens if there are more than one spawner. Speaking of, spawners launching in other directions will also be added in a future update).