Post your playable Crush the Castle 2 maps. There are other threads for talking about CtC2. If it's not good for shooting at or interesting to look at don't put it here: NO castles that fall apart by themselves, NO random junk piles.
SSTG - you know I love your castles. Call me a purist, but I prefer the standard stuff you do. It forces your creativity to rise to the next level. You are still my hero.
You mean the big castles? I like making castles. I still wonder how to make one that doesn't look like it's predecessor. About the modified ones, blame it on CJ. He made me do it.
Take a look at the stupid AG voting machine with Jester is MIA. Too funny!!! And one of the main reasons I don't give a crap about "likes".... At this point there are 19 plays and 34 likes!!! Really dumb.... Yep, I played your games SSTG and one should be submitted to the Players Pack and two are corrupted with your ministrations as you only have a limited range with the trebuchet - interesting. I would probably submit that to Joey for a fix...
Tell me which one are corrupted. I tried them all and they work fine. The only ones that didn't quite work are Mirage in the Desert and Lousy Architect. I'm going to complain to Joey Betz about that. Those characters in the game are supposed to die! That's their job to be crushed, burned, melted, blown apart, frozen and sent into another dimension (black holed). Sometimes they don't behave so they should be fired!
Now if you complain, he might screw the game up even more. One of yours a few threads back loads strangely and you can only activate the trebuchet with your mouse ON the trebuchet.
You have to remember that because the game is coded, simply by changing the order in which you place elements, they will react differently. You will also note that when you pull code from the game via export, the order changes in how it is exported depending upon how you place elements. You probably already found out that changing an altered background in the editor sometimes ends up in a black screen of death.
Yes, I am rambling but the game goes through the code each element at a time - each comma at a time. The element/code at the front is executed first with a nanosecond before the next element is processed. This fact can be manipulated.
Make a small u-shaped hill. Place elements on it from left to right. Then, use the identical shape, and place the elements from right to left. Depending how you do it, the elements will fall in different directions!
I use this stuff in Netshift to change the game and create abnormalities in flash game programs. I haven't experimented here much but know from CTC (original version) that changing the placement of an element ahead of another, can change the characteristics.