I'm afraid the jump-thru behavior just doesn't support slopes at the moment. I've updated the manual to note this. Just switch to the Solid behavior and your example should work.
Can I confirm you are setting the 'Tilemap width' or 'Tilemap height' properties? I can reproduce a problem setting those properties, but your description makes it sound like you're setting the object width/height to 0, which appears to work fine.
Can't reproduce, works fine here. Make sure you have Java installed, since the minifier requires it, and if you reinstalled Windows then you won't have Java installed by default.
Can't reproduce on Chrome with Windows 8.1. Note some audio setups deliberately compress high-level input to prevent distortion. If any of your sounds are normalized to peak level, the playback system might kick in a compressor or limiter which would have the effect of making the background music sound quieter.
Thanks, should be fixed in r150.
Thanks, should be fixed in next build.
You should not do this, in principle. Simply expose the data from your plugin, and allow users to display it where they want via the event system.
Can't reproduce, and looks like a problem with a browser addon. Have you tried disabling addons?
Enemies.name must be NaN. That also implies it's set to a number when it looks like it ought to be a string.
It will have absolutely no effect on efficiency. It's just whether you want to get a random whole number or not.
It's been on our todo list a while, hopefully we'll get to it eventually!
— - oops, I think the debugger doesn't count tilemap collisions at all yet. Will fix that for next build.
Develop games in your browser. Powerful, performant & highly capable.
Thanks, keep me posted. Would be nice to be able to stop worrying about this one!
You could just use one set of textures, for HD, and use letterbox scale mode. Then it just scales down the textures for low-res devices.
Minified scripts are passed through Google Closure Compiler's advanced mode. It's covered in the SDK documentation.