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I don't know, there were two of them, both saying #Realloc(12, ...
I guess that settles it
Do you know what was supposed to be in it's place? There was one on like the second line and one just before the menu, each one the same.
A question about the tile detection. Before, all the player had to do was touch a bouncy block with even a pixel and the character would jump. Is there an optimized way to do that? The same was for the finish and enemy blocks.
If I take out the bottom row, is there a way for it to detect if it's on the ground, Y=60? Before, the bottom row was needed for pixel testing, but now...
Actually, The level stores in L1 right? If it does that, i can just add ones (floor blocks) or sixes (enemy blocks) to the end of it...nvm
I guess that settles it
Do you know what was supposed to be in it's place? There was one on like the second line and one just before the menu, each one the same.
A question about the tile detection. Before, all the player had to do was touch a bouncy block with even a pixel and the character would jump. Is there an optimized way to do that? The same was for the finish and enemy blocks.
Quoteso that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?So, you mean nothing would happen, it would just skip over it?
And take out the wraparound, I can do that. Maybe when I split the game and level editor apart, I can make an options menu for each or something.
Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End
Yeah, skip it would be perfect!
I also think that we could be able to make maps without the black blocks below. Not sure if others agree, though. What I think is, if you fall, you die.
Also, the wrapping around would be perfect too.
Actually, The level stores in L1 right? If it does that, i can just add ones (floor blocks) or sixes (enemy blocks) to the end of it...nvm