Oh that is even better! Thanks a lot!
@DleanJeans Set FlxG.fixedTimestep to false prior to FlxGame construction.
It's seems a bit faster, and raises FPS to ~30-35, but still not normal speed :/
@Gama11 Thanks, didn't know about refreshing the cache
@teormech Strange, here's a pastebin version then. http://pastebin.com/NXVXuHHy
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Nevermind, I solved it by resize the scroll bound to the size of the camera and center it around the tilemap like this:
@rzuf Haha I'm always on the lookout for that bug (not really a bug). It bit me really hard when I first encountered it.
@starry-abyss 1 and 2 should be correct, it's exactly what the tutorial uses. Also, mapWalls.follow(); already sets the worldBounds to the size of the tilemap.
That's highly possible, but it seems the linearMotion from FlxTween works perfectly.
I'll try to find a way around
Great, thanks for the help! :smile:
Thanks! Will surely try such option.
Also, I just have looked into the sources (just forget about them :)) and saw inside it FlxTileFrames.fromFrame() which also solves the problem.
Thanks again! )
I'm thinking something like
then something similar for if velocity.x/y < 0, etc. etc.
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