Movement: Arrow Keys currently updating multiplayer T-t
@s714655 - Tile engine built from scratch (I forgot the math I came up with for my other ones lol), collisions could be optimised but im lazy heh, it runs fine right now so dont worry about it. Also multiplayer built from scratch in literaly 30 minutes only includes 20 players max probably breaks if more try to join rn because I HAVENT BEEN ABLE TO TEST IT YET due to scratch cloud variables currently not working so I dont even know if it works, it only shares positions rn too... (adding more player support can be done in many ways but the two im thinking of are either adding another positions cloud variable and stitching it with extra code to act like one variable to have 40 players or by seperating lobbies I can still put 40 on one timer cloud variable so I could just do two position cloud variables each for 20 players and you first try one lobby if its full switch to the next and if thats full then you cant join lol) ---------- LOGS v1 - im lazy so ill just copy paste the credits for v1 logs "Tile engine built from scratch (I forgot the math I came up with for my other ones lol), collisions could be optimised but im lazy heh, it runs fine right now so dont worry about it. Also multiplayer built from scratch in literaly 30 minutes only includes 20 players max probably breaks if more try to join rn because I HAVENT BEEN ABLE TO TEST IT YET due to scratch cloud variables currently not working so I dont even know if it works, it only shares positions rn too... (adding more player support can be done in many ways but the two im thinking of are either adding another positions cloud variable and stitching it with extra code to act like one variable to have 40 players or by seperating lobbies I can still put 40 on one timer cloud variable so I could just do two position cloud variables each for 20 players and you first try one lobby if its full switch to the next and if thats full then you cant join lol)" and theres some simple textures, for the future; yes v1 had sloped collisions I had one "bug" where your x velocity would stop at the top of slopes but it turns out it was just a prescision error and I just made collisions detect more than once per frame and were good. v1.0.1 - Tweaked the multiplayer fixed a couple of its bugs