A. It's my first game so I'm not sure what it means :p Is it about optimization? I know that I put way too much wall objects so I'll have to clean this for the next version. Maybe I could've made it all smaller given the quality of my graphics but I know so little about graphics for the moment and I'll dig into it further for my next game
B: I think it covers all the screen's height. But in the next version I'll try putting the clouds in the background and adding parallax (or at least reduce their opacity if I can't make it work :p)
A. after every switch the game started lagging a little more and after a while attempting to switch to triangle caused the browser to soft-lock, indicating to me that switching is performed by loading a new iteration of the requested form every time without unloading the active form.
B. I think you misunderstand, the problem is that a hit is detected before the player character is close enough to one of the spikes for it to actually count as a hit. (as the spike wheels other than the last allow one to remain outside their radius, I don't know if this problem exists with the other spike wheels, and they may be too small to properly test this)
A: I had a lot of trouble with the triangle spawning. I think that I found an extra spawning line since so it should be solved by now for the next version. I'll also have to find a way to forbid spawning into a form that is already active. I think I'll have to add a global variable of some kind
B: it's true that I didn't check the hitbox of the biggest one. It's the same as the smaller ones but they're too small to notice. Maybe I should try make separate hitboxes for each spikes because I have an 8 collision points limit. I'll look into it. Thanks, I totally forgot to think about this for the next version :)
← Return to game
Comments
Log in with itch.io to leave a comment.
A. Leaks too much memory.
B. level 3: final spike-wheel collision too large compared to visual object.
C. please add WASD/qwerty support.
A. It's my first game so I'm not sure what it means :p Is it about optimization? I know that I put way too much wall objects so I'll have to clean this for the next version. Maybe I could've made it all smaller given the quality of my graphics but I know so little about graphics for the moment and I'll dig into it further for my next game
B: I think it covers all the screen's height. But in the next version I'll try putting the clouds in the background and adding parallax (or at least reduce their opacity if I can't make it work :p)
C: will do ;)
Thanks for your remarks. Very helpful :)
A. after every switch the game started lagging a little more and after a while attempting to switch to triangle caused the browser to soft-lock, indicating to me that switching is performed by loading a new iteration of the requested form every time without unloading the active form.
B. I think you misunderstand, the problem is that a hit is detected before the player character is close enough to one of the spikes for it to actually count as a hit. (as the spike wheels other than the last allow one to remain outside their radius, I don't know if this problem exists with the other spike wheels, and they may be too small to properly test this)
C. Thanks
A: I had a lot of trouble with the triangle spawning. I think that I found an extra spawning line since so it should be solved by now for the next version. I'll also have to find a way to forbid spawning into a form that is already active. I think I'll have to add a global variable of some kind
B: it's true that I didn't check the hitbox of the biggest one. It's the same as the smaller ones but they're too small to notice. Maybe I should try make separate hitboxes for each spikes because I have an 8 collision points limit. I'll look into it. Thanks, I totally forgot to think about this for the next version :)
Un concept sympa, j'adhère... un petit moment sympa...
Merci :)
Et merci d'être passé ^^