It runs a bit better. Definitely an improvement, but still bad enough to really hurt playability. I was able to lower the quality without it crashing, which helped a bit more too. It's getting there!
Nuts. Well at least it doesn't crash you. I don't think changing flash quality will help, everything is being done with BitmapData which is unaffected by the quality setting.
I have one or two small extra optimizations to be made, but that will require some serious thinking from me. I do want this to run smoothly on as many machines as possible, so if I can come up with a solution, I will.
Looks great, plays great, can't wait to see what more you come up with! Looks like you've got a nice cutscene mechanic going here with that special room.
Out of curiosity, are you using any libs for your Flash work?
Love the background. :-D
--clint
Thanks! I really appreciate the encouraging words! The only library I am using is TweenLite, and that is only for the camera motion and volume when the cutscene event occurs. The rest - Physics, Graphics, Sound, Input managers - are all written by me from scratch. Mind you I've taken a run at this more than a few times so it's kind of ingrained in my brain at this point
Curiously, on my Macbook Pro under Opera, controls seem to 'stick'; I hit 'left' and the guy just keeps dashing left continuously, meaning he lands on spikes almost immediately. I hit 'right' and he runs into a wall and stops and accepts new input, but hitting left again goes for the spikes again. Hitting space at any point has him continuously jumping (curiously, even after he's died).
Most of this doesn't happen in Firefox, so I guess it would be easy to write off as a browser bug (and I know Opera on Mac isn't exactly the best browser ever) but it's the first time I've seen issues with flash at all.
Strange.. Actually, I develop this primarily on my Macbook Pro. I don't use Opera, though. The behaviour you're describing implies that Flash in Opera does not register KeyUp Events. This is quite bad, as that is absolutely crucial for correct keyboard reading in AS3... I'll test it out in Opera but I don't know if this is something I can fix.
Firefox started to infuriate me with constant crashing (my day job is web development) so I stopped using it, and primarily just use Safari 4.0.4. I find Flash performance in Safari is vastly superior to Firefox in OS X. I run OS X 10.6.2 as well, but I've tested it on various iMacs/Mac Pros in 10.5.x as well.
I guess you already know about the inertia + tight jumps = incredibly unbelievably hard not to die? ;-)
Haha. Yep. If you playtest as much as I do, I guess it's easier to find the paths through the level without dying.
I will tone it down for the first few levels when I get around to pure level design... For now, since death has no real effect (you can just walk out of it for now,) I'll leave it as it is.
For now, I am racking my brain trying to decide how to implement the final few features before I enter 'content building' phase...
Grappling hook? mega-sized bosses? terrain morphs during events? doors and switches?
Soon...