Maybe you should put it in a .rar or .zip instead of .7z. I'm sure not everyone has 7-zip and it saves them having to go download it themselves
I think WinRAR supports .7z as well. I prefer 7z because of its open nature.
How did you pack your resources into .zlx files as well (plus loading them)?
I wrote a format only for that game, thus it is quite limited and specific. Actually I had the idea to improve everything and make it open-source, but I currently really don't have the time besides Thor, Aurora and other game projects.
In case you come across other useful libraries, please let me know. I've also taken a look at the LZMA SDK (for .7z files), but its API is the hell itself, and PhysicsFS, which is actually very nice, but doesn't provide a way to encrypt files.
Too bad...
I know. I could have done a lot, but I have invested much time in bugfixing and gameplay during the last months, and I didn't want to delay the project any longer. But that doesn't mean this remains forever
What I mean is, if the block haven't gone yet, the enemies walk around and turn at the end of the blocks instead of falling down, now if you jump on one of these volatile blocks, the blocks disappeares and the enemy will fall down, where the block was before.
Ah okay. To guide enemies, I have created a special sort of tile which blocks enemies, but is invisible. This allows me to easily specify seemingly-intelligent behaviors like turning at a cliff or patrolling between two points. But it also means that enemies don't react specifically to volatile tiles -- on the other side, I think this way one can pointedly trigger the tiles to let enemies fall (especially later, where they fall into death).
Yes I understand, but couldn't you trigger the pause 'menu' too when pressing Esc?
What I 'fear' is that some players don't read/remember that pressing P will open the pause menu...
Then they'd leave with double escape, although one assumes that escape quits the pause menu, not the game. Players
must read those signposts, they contain many useful advice (even if it isn't always obvious).
Yey I found a 'hack' (at first really by accident, later I had to confirm that this wasn't just randomly). In level 1-4 you can avoid the spawing of some enemies if you jump over the invisible action blocks.
Yes, this occurs in some places. And it's interesting that this is a typical programmer's observation, "regular" players don't think in terms such as "invisible action blocks"
Yes, I could easily fix that... But then again I think, sometimes it's nice if the more experienced players find abbreviations or ways to make a level easier
I've kept playing a bit and I've now run into a nasty frame drop 'bug' which leads to some strange slowing down and speeding up the entities.
This is a known issue, it results of the attempt to fix
an FPS anomaly by dynamically adjusting the framerate. That is also why I added an option "fixed framerate" which you can choose to disable the dynamic control system.
Unfortunately, I haven't been able to found the cause of this behavior yet. The fact that seemingly independent factors as described in the link affect the framerate drastically doesn't make it easier...