I think you're gonna run out of space if you try to add all the svg data. There are 6.2 megabytes of .svg files used in HTML5b which by itself is well over the 2 megabyte limit for wiki pages. Also, are you referencing either the HTML5b source, the code from the decompiled swf, or the released Flash source released by Cary? Another thing; is there any reason for duplicating all the attributes in "enter" into "update"? It seemed to work fine without them. — Hi I'm Coppersalts 19:11, 15 June 2023 (UTC)

Svg data: Some of the SVG files will need to be uploaded to the wiki separately and linked to from the graph. Source reference: I'm currently referencing HTML5b. Duplicating properties: I've deleted all of the "enter" properties in the marks. More may need to be done on this front; my framework compiler currently inserts both initialization and update code for everything related to marks and it would be better if it could be just disabled instead of editing it out of the graph at the end. --FallingPineapples (talk) 19:27, 15 June 2023 (UTC)

Alright. It might be a good idea to have some of the paths be stored in "variables" so they don't have to be duplicated when reused. I might have the main menu screen be loaded from an image given how much space it takes up when done with paths. It might also be a good idea to use sprite sheets if possible to avoid clogging up randomimage with too many 5b images. — Hi I'm Coppersalts 19:43, 15 June 2023 (UTC)

Yeah, I was also thinking of using sprite sheets. At the moment though I'd prefer to avoid premature optimization. I'm still planning to try to make the tile rendering be fully general (instead of baking all the levels into their own images) which will likely dwarf everything else. --FallingPineapples (talk) 20:04, 15 June 2023 (UTC)

A lot has happened while the wiki was closed!

Completed:

  • Fixed an engine bug that could cause flickering
  • Implemented floor
  • Implemented jumping
  • Figured out how to crash HTML5b in level 22
  • Implemented walls
  • Temporarily made everything a flat color
  • Let the camera move
  • Characters can no longer jump after falling off of a ledge
  • Added friction
  • Finally implemented ceilings
  • Incorporated HTML5b updates
  • Allowed switching characters
  • Built a machine in HTML5b that causes a javascript error
  • Made the spikes be spikes
  • Springified springs
  • Fixed level transitions
  • Added deadly & moving
  • Implemented picking up
  • Implemented putting down
  • Made conveyors work
  • Actually got the flash version so I can test things (like the crash)

Currently working on:

  • Testing edge cases in the Flash version
  • Implementing HPRC

Future candidates:

  • Make the heaters heat
  • Figuring out how to implement switches/buttons
  • Figuring out how fallOff() and .stoodOnBy can be implemented
  • Actually implement switches/buttons
  • Let characters stand on characters
  • Add some more parts of the grabbing physics
  • Add reset button
  • Render characters
  • Add the slight delay for a buffered jump
  • Add the ending door
  • Implement win tokens
  • Optimize tile rendering
  • Compress physics code

--FallingPineapples (talk) 01:48, 30 September 2023 (UTC)

When do you plan on adding landing on carryable entities? It's pretty much the only thing keeping all levels from being beatable. — Hi I'm Coppersalts 03:33, 16 October 2023 (UTC)

Oh, and also switching of switch blocks. forgot about that one — Hi I'm Coppersalts 03:38, 16 October 2023 (UTC)

I'm probably adding landing on carryable entities next, actually. I've been procrastinating on it for a bit because it has a lot of loops and side effects that could easily strain the page size limit if not implemented carefully. As for the switching of switch blocks, that actually is implemented. The switches work but not the buttons, which would be the other option for what to implement next. --FallingPineapples (talk) 03:57, 16 October 2023 (UTC)

landing on boxes in midair doesn't seem to work — Hi I'm Coppersalts 05:01, 17 October 2023 (UTC)

Could you tell me what you're trying? I know that box boosts are completely impossible due to the way I had to implement it, but just landing on boxes in midair should work. --FallingPineapples (talk) 05:11, 17 October 2023 (UTC)

I was trying to box boost, but I found that no timings allowed me to even land on the box midair. — Hi I'm Coppersalts 05:17, 17 October 2023 (UTC)

Yeah, that's an expected inaccuracy. It's because I moved landOnObject out of the movement loop to between the movement loop and collision loop so I didn't have to implement objectsLandOn. --FallingPineapples (talk) 05:28, 17 October 2023 (UTC)