ArsCreativa

  • May 29, 2022
  • Joined Apr 8, 2021
  • Strange bug, I'm using Firefox and it works well...
    Yeah, the game could be more polished, but I think I've added a lot more things than I thought initially , as my idea was a smaller and simpler game to learn ct.js. Now I feel that I have to stop adding and polishing things, and start another project...

    • Well, I have not sure about the name of the game, but for now I will name it 'The Templar's Labyrinth'.
      This is a short game I've started to learn ct.js and to remember my old an rusty javascript.
      It's loosely based on and old Amstrad CPC game, 'Oh Mummy'.
      My initial concept was a shorter and simpler game, but you know, once you start a project, ideas come to your mind and start to add things. The game has randomized labyrinths, traps and treasures, and the goal is to find the 'baphomets' to open the exit to the next level.
      Below is a YouTube little video on the actual state of the game, and my plan is to release it for free at Itch.io when finished.
      Hope you like it!

      https://youtu.be/WnAH9x_SYcI

      P.D: I put more updates on my Twitter, in case you are interested.

      • A small tip in case your project is slow using ct.place.

        By default, the 'ct.place' grid size may be too big for your project, try to reduce it and you'll see an automatic performance improvement.

        • Hi!

          First a tip: I'm creating my levels procedurally, creating a tile map in the 'on create' event, but when enabling the collisions, I've detected that the recently created tiles aren't taken into account.

          So I've found a solution, just enabling the collisions a bit later with this code:

          setTimeout(function(){ ct.place.enableTilemapCollisions(tilesMap,'Solid'); }, 100);

          This may be useful for you.

          And now the question:

          What's the difference between using 'cacheAsBitmap' vs 'cache' with a tileset map?