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#hskal

pegperegogaucho
I guess the shortest would be to do i == 255, you won't be able get shorter than that
hesopesomeso
I'm using a function + I have NONE (an object) which has the proper cast overloaded.
pegperegogaucho
maybe a function like is_invalid(T num) { return num == std::numeric_limits::max(); } could be useful
pegperegogaucho
Smart
hesopesomeso
Nice ground :Obelul: on that note, I couldn't find dynamic grounds in xxl-editor (i have a 2023 release version)?
hesopesomeso
A mess...? I like it :Obelul:
pegperegogaucho
A 2023 Version? :SamHuh: You can get the latest builds from appveyor
pegperegogaucho
The XXL Editor won't render dynamic grounds, but you can select them in the ground list of the ground editor and change flags, etc.
hesopesomeso
Tardis is here :KEKW:
Download 2025-03-29_10-25-59.mp4:

hesopesomeso
Don't let the clumsy 63-65 fps bother you. The game should sleep the left over to match 15ms, but it can only sleep integer ms, so it's sleeping a bit more than it should. So no crispy 66 fps :Obelul:
schmeling65
125/144 FPS when :Pauselix:
hesopesomeso
I'll have to see first why some effects behave so strangely on higher fps :Obelul:
hesopesomeso
I'd love to support close to like 240+ fps.
schmeling65
ngl if we ever get a good editor with good compilation, we will make literally our own games with EVERY QoL we want.
hesopesomeso
You mean every *mod*?
schmeling65
... depends on how far we wanna make the game version itself. if everything comes in it, then surely we only have to make mods lol
hesopesomeso
You could use the engine to build whatever you want, even a new "ELB" game.
schmeling65
theoretically ye
pegperegogaucho
Very nice! Do all collision checks work?
pegperegogaucho
Also, I have never noticed the shiny tiles over the columns at 8 seconds