1.5 IS HERE! Modding is still in-dev. -------------------------------------------------------- arrow keys/WASD/ joystick everything else click. mobile support included. quick save/load via the pause button click the plank button to build planks and click again to stop building planks. and click anywhere but the plank button, in order to place a plank. to change weapons, use < > only on a few maps that have multiple weapons. you can body slam into the ground when you are going fast. 99% pen! The only things that aren't pen are the UI things. sledgehammer - tap anywhere in that grey box around the player, and it damages that block. Nitroglycerin - tap on the player to place it where the player is, if the nitroglycerin isn't touching any blocks directly, it will explode. when holding any bomb type, you can't damage anything (because mining with a bomb in hand to blow up another bomb isn't smart) and it goes boom instantly. But in all, it's similar to the bombs in some maps, but slightly stronger and (already said) quicker to explode. recommend you play on Microsoft edge. you got a MASSIVE frame boost! for me, an extra ~8-~10 FPS INCREASE! if none of the above helps or you are on MOBILE go to the TurboWarp version: https://turbowarp.org/825539821/fullscreen
Some fix-ups and smaller scale ideas I had, namely small optimizations. Yes, even MORE optimizaions, lol Not to say this isn't optimized, or even just good opimized, these are just small tweaks that make it slightly better. such as predictive loading, just small changes. The vehicles and multi million will release when 1.6 sis out, and there'll be in-between versions update. As the small optimizations are still usefull! And overl, slightly reduce computational load. most importantly, the predictive loading as mentioned before. Most notable changes is that the player will no longer be teleported upwards due to a mathematical error in the original code. I fixed the code that Coperek made, although some fine-tuning will still need to be done. One known issue is the 'floating' when the player is in a wall with a gap in it, or similar. basically 1 block area to stand in. It's a wierd edge case. Also, the x-position change will be reverted, as that code was perfectly fine. The y-position was the issue. Currently, you can clip more into the wall in certain angles, not game-breaking, but less polish.