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Space Pirate (June 2017 demo available)

Bombini

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  • Posts: 859
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: 1244
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: 859
Thanks!
I didnt know that and will try it out.
Cheers!

JeffreyDriver

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Images would be even less taxing on systems.

Bombini

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  • Posts: 859
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: 859
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: 625
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).

Bombini

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  • Posts: 859
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