That might help a little little bit, but not much. The enemies take up a small portion of the objects, I think the main physics element is the walls
Oh is it because of the solid being on.
I think having just collisions on causes physics lag. Someone else probably knows more on this subject than me, I mostly condense down my code, I haven’t had any big games before that use a lot of physics
yes, grazer confirmed.
■■■■, I’ve intended for this to be a big game with lot’s of area’s.
I’m sure there is a way to improve the performance, someone who knows more about how the engine works like JR, Grazer, or anyone else that has built a large game will probably know a way to optimize it a bit
I’ll try and get a hold of one of them. Thank you for the help! ![]()
Devlog #5
Added
Checkpoint saves
Money Saves
Ability Saves
Boss/Door Saves
Hammer Boi
Clear save button
Elevator
Fixed
Lag fixes
Full-screen bug
Think this is the most important update yet!
wow, this is insane, its so satisfying although the movement feels too fast for much control, maybe im just bad tho ![]()
wow, this seems like the “pro” place, I thought everyone would have indie accounts
This game or the forums? A lot of people on the forums don’t have indie accounts, but that doesn’t stop them from making good games. A good understanding of how to code and good graphics is all it takes to make a game, which can easily be done within 50 objects
For my game, I think I need to get an indie account because its kind of a roguelike game where you choose evolutions of penguins
CodeAlpaca’s Alpaca raceway is a free game and it is amazing and has probably a lot more logic then other games on flowlab
Can confirm, far more advanced than my Indie-made Taile Gamougg series.
How does that look?
nice C:
that legit just put a smile on my face irl
updated

so cool! now we can finally see those card upgrades we voted on (:

