New game alert
next version hopefully coming soon
Fixed
My mod is just using the Web Gamepad API… there’s nothing I can do for controller support
Why do I have 5 visits?
Yall coding anything
I was able to resolve the issue. I was either just using the wrong controller mode, a little glitch just occurred that prevented me from using the controller, or it was just a problem with my code.
I just noticed your posts read says 666, lol.
Coding anything?
It looks like your end is extremely glitch to the point it doesn’t even register that you visited a day. Hope it is fixed for you soon. Mine is fixed now.
I hope it fixes soon
Not really, I am trying to make 2048 but it going really really slow
I tried to make that too. Didn’t go too well.
I also tried making checkers. It went well so far, but I got a little stuck.
@Crosbyman64
There’s a bug where you can walk into spikes:
(It looks like there isn’t a spike, but there’s a spike)
I have no idea why this is occurring. The game does recognize it as a spike, but for some reason something’s not working…
Also, Hexagonyx has an attack pattern. Memorize it, and you will succeed.
@Yuanyuan or @t1_hopscotch can you recover this project?
https://c.gethopscotch.com/p/11mfoqcktv
Does anyone know why pixel art is broken on HS (in editor)
@CodeHelp I’m trying to grab the ASCII value of a character, but my current method is WAY too slow. Is there any way to make it faster? (custom block shown at the end of the given video)
Is the project crashing on you?
Are you using frame recursion? If you are, simply limit how many recursions can be done per frame.
Oop, set, not “see”
Not sure if this’ll be useful, but here’s a project that features frame recursion.
You may have to adjust the frame recursion limit so it don’t crash on you.
It can find a value at 255 in only 1 frame.
Actually, that just limits how many recursions can occur in a frame. The project is able to do 500 recursions per frame. You won’t need it for yours because yours is only going up to 255.
Going into containers, they run instantly. They only take 1 frame at the end of every container.
if {
if {
}
}
Takes 1 frame
if {
}
else {
if {
}
}
also takes 1 frame.
if {
}
if {
}
takes 2 frames
Edit: I put a text that (I’m assuming) increases a variable each frame, and sets it’s text to the amount and resets the amount every time the pointer moves
It took 3 frames each time it moved over a blank tile, and 2 after the "
command
The letters during the StringMode took about 108 and 109 frames…