Released [Beta 20a]
- Update the entire level data values
- Updated the demo level
Frame Rate improved by 3 FPS (32 FPS compared to only 29 FPS, tested with 140 enemies with enabled collisions). Woo-hoo!!
Released [Beta 20a]
Frame Rate improved by 3 FPS (32 FPS compared to only 29 FPS, tested with 140 enemies with enabled collisions). Woo-hoo!!
New Record: 38 FPS with 140 enemies, getting closer to the FPS Spy_Guy_96 has.
Edit: Correction, I am around the same FPS Spy Guy 96 is.
Spy Guy 96âs FPS (on Raccoon with a Broom): 44-46
My FPS (on When Worlds Collide): 47-49 (the old version had an average FPS of 34, so the new version improved by 14 frames per frame rate)
Both tested with 108 enemies (12Ă9)
Decided to abandon the local collision type approach to improve performanceâŚ
Why is this topic so inactive??
Released [Beta 20b]
Hello, welcome back!!!
Because everyone is coding, and youâre putting all When Worlds Collide updates in the YCTAHH.
(Not saying that itâs wrong to do this)
The game is still in Beta, so I post its updates here. Posting it in the beta category wouldâve been the smarter approach, but I didnât want to go through the trouble of setting it up and wait for it to be approvedâŚ
As for full version updates (if those ever come), I donât know if Iâll be able to create another topic in the Project Updates category, as I already have one for TAOS.
Hey, what a coincidence. I have 4 different grass tiles (Grass, Snow, Strange Grass, and Strange Snow) and 4 different worlds Iâm planning on making⌠so I could make the first half the World Squaeyron is from, and the other an Alien World⌠After all, an alien world did collide with Squaeyronâs world (cartoon logic is so weird. If that happened IRL, the planets would be totally destroyed).
@kiyomiiii helo!! great to see you on the forum! i was inactive over the weekend [as i unfortunately must always be] but @/Tri-Angle is correct, my hs account has been deleted. i regularly post to the forum, so feel free to say hi whenever!
[nope, i didnât forget you! the hsac is very important to me!]
Maybe I should change my method for generating tracks⌠itâs completely fine for shorter tracks, but if I wanted to make longer tracks like (ADOFAI SPOILERS) 12-X Artificial Chariot with 327 tiles, it would take 2,289 clones! Not exactly something you would wantâŚ
I can also be lazy xd
Iâm currently implementing the fix and
demo
This oneâs a big one. Released [Beta 21a]
Get ready, because for the next update, Iâm going to make it so placing an entity (except for trampoline tiles) on top of a dirt wall tile wonât replace the dirt tile, but rather add on to it.
Released [Beta 22a], perhaps the biggest beta of them allâŚ
(The scrolling of the inventory was not removed, thereâs just not enough tiles to allow you to scroll yet).
Editor Tutorial Section 8/8:
"Certain Tiles can be placed on top of Dirt Wall Tiles. Simply tap on the dirt tile with the tile you want to place selected. Tiles that are not supported will replace the dirt wall tile instead.
Supported Tiles: Semi-Solid Platform, Spikes (both variants), Swap Point, Enemy Blocker, All Enemies, Coin, Key, Crate, and Tampered Glass" [1]
@Spy_Guy_96 @Tri-Angle @ClownPig
Edit: REALLY Fixed Turretâs fireball that I broke with this updateâŚ
and more to come âŠď¸
For all this to work, I had to use Alternating Caps (AaBbCcâŚYyZz), and for entities, I used ascii characters (also with alternating caps).
This allowed me toâŚ
A. Differentiate the entities from the normal tiles via the matches block
B. Use the matches block to handle collisions
C. Easily set up the code to place entities on top of Dirt Walls, and pick the enemy without picking a null tile (as the dirt wall variants donât exist in the inventory).
An example: A coin is data value Ä, and the dirt wall variant of the coin is Ä
Not all lowercase letters are dirt wall variants. For example, B = grass, but b = dirt (the block)
2,4/19/0s0/bBBBAAABBBBBBBBbbbAAAbbbAAbbbbbbbYAAAAZAÄAÄAÄAAbbbAAAbbbAAbbbbbbbAAAAAAAAĂAAAÄAbbbAAAbbbAAbBBBBbbAAAAAAAAAAAAAAbBBAAABBBAABAaaabbHHAAAAAAAAAAAAbAAAAZAÄAZAA2aaabbAAAAAAAAAAAAAABAAAAAAAAAAAbaaabbAAAAAAAAAAAAAAAAAAAAAAAAAABaaabbAAAAAAAAAAAAAAAAAAAAAAAAAbaaaabbAAAAAAAAAAAAAAAAAAAAAÄAAAbaaaabbÄAAAAAAAAAAAAAbAAAAAAAAAAbaBbbbbAAAAAAAAAAAAAAbAAAAAAAAAAbaabbbbAABBBBBBBBBBBBBBBBBBBBBBBBAABBbbAAAAAIIIaaaIIIaaaIIIAAAAAAAAAAbbAAAAAAAAaaaAAAaaaaAAAAAAAAAAAAbbAAAAAAAAaaaAAAAaaaAAAAAAAAAAAAbbAAAAAAAAAaaaAAAaaaAAAAAAAAAAAAbbAAAAAAAAAaaaAAAaaaaAAAAAAAAAAAbbAAAAAAAAAaaaAAAAaaaAAAAAAAAAAAbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
Confusing. I know⌠I did have to fix some tiles due to the changes (which I totally missed prior to releasing the beta version)âŚ
Just curious â why do you post these here as opposed to the gput? Itâs harder to follow along with your progress here and the gput was made for this reason, so Iâm curious why you post here.
Because my brain works in mysterious ways /j
I didnât even think of posting it in the General Project Update Topic, lol⌠Guess I forgot about itâŚ
hi guys
sorry for late reply