Space Pirate

Bombini

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  • Posts: 912
Hôla!
I was asked how i create the back ground stars.
It is actually very simple.
In case you are also interested:



Cheers!

1MrPaul1

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  • Posts: 1264
Is it very good idea to create objects with effects every 0.1 sec?
it can cost a lot of power, especially outside of flash.
I can suggest you to make 4 particles animations (with your colors), create 50 or 100 at once, move them,  than when they go out of screen, place them on the opposite side of the screen on start pos and set random color to it and random Y pos
May be you don't need my advice, but this behavior id better for fps and especially when you want smooth motion of the objects on screen.
Good luck with your projcts, hope you will publish it soon

« Last Edit: January 11, 2018, 07:57:20 am by 1MrPaul1 »

Bombini

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  • Posts: 912
Thanks!
I didnt know that and will try it out.
Cheers!

JeffreyDriver

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Images would be even less taxing on systems.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

Bombini

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  • Posts: 912
I never had problems with performance but i will take a look.
Images do not give me the same effect because of the various speeds.

Thx!

Bombini

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  • Posts: 912
Puh...the last days have been rough.
I was close to deleting all files and calling it a day (those moments you have 3-4 times in a project).

There are personal conversations (not the mission briefing/debriefing) in the game which follow a certain logic:
  • Conversations become available after a certain mission
  • Players can speak to characters with available conversations either before or after a mission.
  • Conversations do not change until the player has spoken with the character. For example, if Saratia had a conversation become available after mission 3, but the player chooses not to speak with her, that conversation will
    remain the same until he does. Even if additional conversations with Saratia become available, the player needs to talk with her and experience her mission 3 dialogue before her, say, her mission 7 dialogue appears.
  • If the player completes all of a character’s dialoguebefore the final mission he has the opportunity to have unique final mission dialogue before leaving on his shuttle.



These conversations should introduce the characters better in case you are interested.
And this logic drove me nuts :)

NickamonPoppytail

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  • Posts: 823
Puh...the last days have been rough.
I was close to deleting all files and calling it a day (those moments you have 3-4 times in a project).

3-4 times? Usually this only happens to me once or twice per project (and the reason is simply because they were bad Poppytail games).

There are personal conversations (not the mission briefing/debriefing) in the game which follow a certain logic:
  • Conversations become available after a certain mission
  • Players can speak to characters with available conversations either before or after a mission.
  • Conversations do not change until the player has spoken with the character. For example, if Saratia had a conversation become available after mission 3, but the player chooses not to speak with her, that conversation will
    remain the same until he does. Even if additional conversations with Saratia become available, the player needs to talk with her and experience her mission 3 dialogue before her, say, her mission 7 dialogue appears.
  • If the player completes all of a character’s dialoguebefore the final mission he has the opportunity to have unique final mission dialogue before leaving on his shuttle.

These conversations should introduce the characters better in case you are interested.
And this logic drove me nuts :)

It makes sense. However some players may find it annoying if they have to listen to dialogue from many missions ago (I don’t know how many missions are in the game, nor how long each mission dialogue is).
I’m the guy who made the Poppytail series, The World of Elecreatures, Century Game and Easter Fun.

Email: nick.rosemarygames.poppytail@gmail.com

;)

Bombini

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  • Posts: 912
3-4 times? Usually this only happens to me once or twice per project (and the reason is simply because they were bad Poppytail games).
Oh well its a complex system with a couple of complex core systems which interact withanother ;)

It makes sense. However some players may find it annoying if they have to listen to dialogue from many missions ago (I don’t know how many missions are in the game, nor how long each mission dialogue is).

This has been taken into account:
  • Those are personal conversations which are not realted to the current mission but give you details about the character. You are getting to know them better
  • Those are not mandatory. Only the mission briefing/debriefing

Bombini

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  • Posts: 912
Something i am currently testing is a cover system which i wanted to have for a long time.
The player will basically go into cover when hitting a cover makred obstacle.
This allows a more interesting level design.

Like this:


One issue i was facing was the projectile. I wanted the player to be able to shoot from out of cover.
Fact is though that the projectiles obviously hit obstacles in egenral and set them on fire , let them explode or whatever.

I somehow had to let the projectile pass throuigh the cover though.
An idea i had was removing the the collission and adding it again when cover is passed:

This doesnt work though (atleast in simply physics which i am using because of the tile collision boxes).
What i am doing right now is a bit dirty but it works.
I spawn a projectile without collision and kill it/let it create the standard projectile with coillision when the cover is passed.

Lets see if playtesters like it.
Did you guys work with some sort of cover systems in the past?
Any other ideas?

Cheers!

merrak

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  • Posts: 1828
While not for a cover system, I did attempt the same thing you did with adding/removing collision shapes for something with my isometric game and pretty much came to the conclusion it wasn't a good idea. I forgot why by now, but I do remember having the same problem you did. I didn't stick with it long enough to try to debug it, since by then I was also coming to the conclusion I needed to write my own physics system (for different reasons).

For what it's worth, I think your "workaround" is actually the better solution anyway. Another solution would be to use different animations (one with collisions and one without), but I don't think there's any reason to switch methods.

Bombini

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Inyeresting!
I sctually tried changing animations as well but could not get a good result.
Cheets!

merrak

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  • Posts: 1828
Inyeresting!
I sctually tried changing animations as well but could not get a good result.
Cheets!

Hands shifted one column to the right on the keyboard? :P

Bombini

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  • Posts: 912
Hehe... ;)
Mobile phone while trying to prepare breakfast and get ready for work.

Bombini

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  • Posts: 912
Some serious transforming going on ...


Bombini

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  • Posts: 912
hi guys,

I added some new elements:
  • Electro fields which obviously harm you
  • Walking spider bombs
  • Freezing blow which freezes you



Cheers!