It turns out that even more than one equality operator in rules can hinder performance the more clones there are.
(Mine’s probably as fast as Spy Guy 96’s game now)
I should be able to release the big update Monday afternoon.
My coins are at a perfect FPS, lol, even when there’s 187 of them (mostly because tile collisions are disabled for them, as they don’t need to check for collisions).
I wonder what FPS it would be if you added the particles (@Spy_Guy_96)
@Spy_Guy_96 I wonder… if you disable the coin particles in your game (so the total clones would be under 192), what FPS would you have gotten with a screen full of coins? (minus the ones the player would’ve collected at spawn)
@Tri-Angle, if you thought the Octo Lord was almost unbeatable, think again! I’ve just added the Tri-Lord, which has fast firepower, as well as eight drones!
What a coincidence. That’s what I get with enemies. Now try disabling the collision checks for coins (which is what I did), and see what FPS you get then.
Also, I found out that combining X and Y collision checks to prevent the player from getting stuck in the corner of a block doesn’t work with Local Collision.
I just separated the XY collision checks in separate rules, then I made it so it checks the X collision, then the Y collision if true (and vise versa) before doing the other stuff (once I publish the project, you’ll see what I mean), and I got an FPS of 43-46 from 35-36 with 171 enemies. Everything still works as expected.
I did some testing, and I found it takes 1495 coins to drop the fps down to 15. You should easily be able to get 42-45 FPS with particles enabled. I have a variable called “Enable Tile Collisions”, which determines if the entity should check for collisions or not. For the coins and keys that I have, I set both to 0. When an enemy is cloned, it’s set to 1 by default.
Pro Tip: Click on a block while holding CTRL (it’s also Control (^) on a Mac, not CMD) to pick the tile without tapping on the option. ALT+click erases the tile. These are two of the quick actions the project has. The other quick actions are shown in the initial scene.
Thanks. I got inspiration from Minecraft’s Pick-Block feature (which is bound to middle click on Windows). Works just like an eyedropper tool.
The tile drawer is inspired by Hopscotch’s Block Drawer (I might even add tile help docs in a later update)
The level extension drawers (left or right) was inspired by Spy Guy 96’s game: Raccoon with a Broom
Once the tile drawer gains enough of them, you’ll be able to scroll the drawer like you can in Hopscotch’s block drawer.
For the locked doors, it’ll ask for a number, and if you tap where the door is, it’ll let you edit the number without having to delete it first.
In terms of development, I stopped after fixing that one bug I found. I’ll still work on it from time to time, but now people can implement a level editor into their game with little effort (yes, it would be nice for it to be unique, but at least they don’t need to do much to get the editor working)…
This is also the first level editor to be full screen (as in it doesn’t have that large spot on the side where all the tiles are).
Don’t mind me, just fixing every bug related to keyboard shortcuts not working at all. I also found out the hard way CTRL won’t work because control+click on a Mac acts like right click.
I just found out I forgot to turn off Smart Punctuation
no wonder why it’s not working
All Keyboard Shortcuts now work.
Change Pick-Tile shortcut to E+Click due to how control+click works on Mac
Bugs that occurred during development:
Fixed a crash that could occur when trying to open the level editor on the modded player
turns out even the single numbers need to have the brackets, or else the project will just straight up crash.
@Awesome_E I finally got all of the keyboard shortcuts working as expected!
If there was a way to detect the type of computer being used on the modded player, I could do CTRL on windows and CMD on Mac… But I think I’ll keep the one I have…