Crystal Towers 2 - Flash demo
Jul. 2nd, 2011 11:59 pmYes, I said that it wasn't over yet. But today, I spent my time finally cutting down the first level of Crystal Towers 2 to make it suitable for uploading as a Flash demo as an advert for the full game. That meant replacing the music system (which handled MODs), anything that ever accessed the hard drive (which was everything), and a couple of graphical extensions which don't have Flash equivalents (which I'd happened to use extensively).
It just shows the first level and the types of challenges that you can expect later in the game, along with hopefully directing some traffic back to the full game - you can now play it on Newgrounds.
Tomorrow I am not going to work on anything at all.
It just shows the first level and the types of challenges that you can expect later in the game, along with hopefully directing some traffic back to the full game - you can now play it on Newgrounds.
Tomorrow I am not going to work on anything at all.
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Date: 2011-07-03 05:28 am (UTC)theoreticalFrames = (currenttime - gamestarttime) / (1000/60)
:P
and incase it wasn't obvious from context, framesThisGameHasHad is global, i.e. is initialized at program start and sticks around
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Date: 2011-07-03 02:28 pm (UTC)no subject
Date: 2011-07-03 02:29 pm (UTC)But yeah, at the very least, it would probably be easy enough for THEM to implement as a configurable option somewhere :)
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Date: 2011-07-03 07:28 pm (UTC)no subject
Date: 2011-07-03 06:34 pm (UTC)Pretty excessive, for a flash game. I was surprised that it went beyond the "get to the end of the first level" challenge. That's already longer than most games made in flash : P
Might want to note the controls in game, though. I was sort of smashing buttons until I found one that made the character jump.
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Date: 2011-07-03 07:18 pm (UTC)no subject
Date: 2011-07-03 07:46 pm (UTC)(Interesting comments; "I'll fix the rest tomorrow", you marvellous bastard..)
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Date: 2011-07-03 09:04 pm (UTC)My change was simply to tell some objects (the enemies and their related detectors) to deactivate themselves if they were far away from the window, rather than running all the time no matter how far away from the player they are.