Loop 2 run
Might add to speedrun.com but bad sometime
And just did an Easter Platformer run
I missed a couple of minor optimizations in level 2 and 3. But I have a feeling that last X tile in level 3 can be skipped with a precise jump.
The second Aero trailer is out!
This is the official trailer, this trailer showcases some of the events including the Air show and landing challenges. A lot more stuff has been added in since the last trailer so there much other stuff to showcase this time around besides free roam. This game is still in development so no realest date quite yet. I’m aiming for a mid June to mid July release date. But it still may be a little while, this will be a very huge project. Hope you enjoy this second trailer I put together.
This video has been modified from its original version. All of the long pauses that occurred were removed, and was formatted to 720p@60FPS
I wasn’t sure about uploading this to my YT channel, so I used catbox instead.
I sure had some bad luck with the starting word: adieu
I think I made it too much like the original, lol, with the animations and all…
Video of Bug in “Weird Glitch when deleting variables”
Size really does set itself to Infinity when changing its image to text. Leads me to believe the size % got miscalculated somehow.
I did some speedrunning in that platformer as well. Achieved a time of 21.1s. I had to make a side video just to make the count up timer I added as accurate as it can be.
Also minor typo on your title. It should read 24.01s, not 24:01s (this might lead people to believe it took you 24 minutes, 1 second, which we both know is not the case, but it is what 24:01s usually means).
If I perfect my run, I could, in theory, achieve a time of 20.8s
I added “Dynamic Range” to my tile-based platformer. Works surprisingly well. It also works perfectly, even when you are falling at terminal velocity.
This is just a visual representation of this, this is not what it looks like in normal gameplay.
Tags For Videos:
@SilverSong @/FearlessPhoenix (didn’t tag since they are on break)
You could go a step further and add “local collision” as I like to call it, which would add enemy support and is less laggy (when done right).
However it’s pretty complicated, and you would have to rewrite the entire collision code and on top of that, you would need to add special collision data (which in your case would be 4X larger than normal level data)
Not to mention you would have to redesign all levels to add collision data, so I wouldn’t do that in this project if yours. But in your next platformer I highly recommend adding this system.
This project has this collision system, although it’s not very optimised, and could be improved, especially the enemy movement.
I was just surprised I was able to pull it off. Makes me wonder that FPS people will get now, but I unfortunately don’t have access to an older device that still supports playing the game. I can’t be sure if it even changed at all.
Last I could remember, your frame rate on mine was 53 FPS when the project first started, and so much got added in the past months. Safe to assume it was around 36-40 FPS for the longest time.
You can still access my older versions, so you’ll be able to see the difference in performance (once you have access to your old iPad, of course).
s p e e d
Ok here is this one
Please let me know if the file isn’t working because this is only temporary.
Also if you want to skip time go to 4:20
It doesn’t work – not sure why you’ve set it to expire though.
The file was too big for catbox so i had to use litterbox
I will share my music here now! Brothers bros
Moving some videos that don’t fit our guidelines - we’ll reach out with some clarifications, both publicly and privately, to help with any confusion surrounding what can and can’t be shared!
- I made it twice as smooth (thanks to Awesome_E)
- I added rotational support (also thanks to Awesome_E)
- I fixed an issue where going to the left side of the screen to an angle of -90 would automatically set it to -270 when not intended to, causing multiple unexpected lines to be drawn through the mirroring axes (this was because at -90 and -270, the distance between the center on the y axis is 0, and the code sets the angle in both cases to 0 - reference). 
This was fixed by checking if the angle got set to -270, but was at the left side of the screen, then increasing the mirror angle offset by 180 if true. ↩︎
That’s really nice work and thanks for explaining too. Can you share a project link so I can take a look more easily?
I can also update the Mirror custom rule and credit you in Comment block, if we decide to add those optimisations and fixes.
In regards to rotational support, I am not sure yet of the changes, from the video, but the drawing is rotational symmetry by default — it will do rotational drawing and mirror each axis, so it’s doubled.
(Mirror was intentional, like this is basically Mirror Draw with custom number of axes, to let people play with parameters — but mirroring does also avoid accidentally having a symbol that has very negative associations, if you have rotational symmetry with 4 axes)
Yeah, I totally forgot to show off the rotational portion in the vid. Surprisingly it was easier than how I did it in my StarPad Pro project.
What kind of negative associations? Haven’t run into any issues or glitches yet…
Edit: oh, now I see it. (A symmetry of 1 make it pretty obvious).