Really good feeling for a platformer and precise collision. My guess is that auto tiling is happening every frame and eats up the rendering time, hence frame drop with many tiles.
Viewing post in A platformer about managing speed jam comments
Thank you for your feedback! Your guess is incorrect. I'm guessing you're referring to the "ty for playing" level when you're talking about the frame drop. The auto tiling only happens when you edit the level. The way I manage collisions is just very slow and I haven't had the time to add any optimisations. Here is a video that I made on optimising collisions: https://www.youtube.com/watch?v=J06tUL_pPhs. I also think that the web build had a very negative impact on the way that the game is drawn. When I run the game from its source code, it works a lot faster. Anyway, thanks for your feedback!
I know about Dafluffypotato and I love what he does, but I haven't used any of his code or his tutorials. I prefer to solve problems myself without help from other people. The most help that I let myself get is the theory of the code, but never a line by line tutorial. I love what he does, but I haven't used any of his optimisations. Thanks for your feedback and have a nice day!