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Messages - Bombini

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Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 10, 2018, 02:56:35 am »
Realy loving how sometimes the simple AI creates story on the fly.
In this case robot guy realy confused WTF is going on after the player stormed shooting into this bunch :)

Have a fantastic weekend everyone!

Chit-Chat / Re: Console support
« on: August 10, 2018, 12:59:30 am »
Great news!

Ask a Question / Re: Drawing file name
« on: August 01, 2018, 11:24:11 pm »

Journals / Re: Stencyl Maps Engine Out Now (BETA) Testers Wanted
« on: August 01, 2018, 03:16:36 am »
Any chance for iOS?

Ask a Question / Re: Reading the Date?
« on: August 01, 2018, 01:48:51 am »

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 01, 2018, 12:49:16 am »
Hey space pirateros!

I am currently optimizing performance again because there are some issues on some few notebooks (and notebooks only; even fast ones; strange). I dont see a pattern yet which notebooks are affected.
Some of my findings from optimizing and testing below.

No brainers and known in the community but i want to share them anyways:
  • Kill actors if you dont need them anymore. I usually create another visual actor if i want a visual effect or even code after killing an actor. Example: I am spawning a general blood splatter actor or an explosion actor after killing an enemy. This way i get rid of the AI code of the enemy but still have a visual (or even mechanical) impact on the level.
  • There is a "disable behaviour block"  which you can use if you dont want to kill an actor. You can also enable a behaviour again
  • A lot actors like particles without collisions and even little code (like kill in x seconds, change color, etc) do NOT affect perfromance. I have somtimes around +300 particles on top of the games actors on screen
  • Obviously using "do every x seconds" has much better perfromance compared to "always". That has been said many times but this is one of the biggest perfromance reducers: I wnet through all code snippets and checked again. Some are old and i optimized them. Big improvements.
  • Dont draw to much and dont draw too much on top of each other. Use rather actors. Example: I replaced all whiteflashes i have in game with halftranparent actors. Huge improvement.
  • Use custom events instead of "always" or even " every x seconds. Only trigger those custom events when needed.
  • Is your code realy as simple as possible? Try to simplify. Does this and that really have to happen that often? :)

There is also one new finding for me:

Example: The player is shooting bullets (actors). Those bullets look different (depending on the weapon level) and fly in a different way (depending on accuracy of player stats). Maybe they have a color effect and so on.

There is a huge performance difference if the code for this is in the player actor when shooting (worse perfromance) or if its in the bullet actor itself (better performance). Both in when created events.
I am curious if you have more to share which i could optimize.

Try the new verions:


Random pic of the day from a planet:

Ask a Question / Re: Drawing file name
« on: July 31, 2018, 11:27:41 pm »
The save name of the game file itself when i open Stency in My Games. For example "Spacepirate433".

Windows / Mac / Flash / HTML5 / Re: My first game
« on: July 31, 2018, 02:13:21 am »
You could add a thermometer for the temperature with a coupld of frames for normal, cold, colder, frozen.
Have fun!

Windows / Mac / Flash / HTML5 / Re: My first game
« on: July 31, 2018, 01:47:49 am »
Ok here my thoughts now that i got the picture:

Goals/tasks at start screen:
  • I would show them in the game (for example when collecting first ice or first tree or first fish because i already forgot them when i was in game and they are cool.
  • You could showcase in game how much wood you already have and need. Example: 4/10 wood.

  • You can set the collisions of tree and ice to "sensor" to ahve a smoother gameplay. I would also reducr the hitboxes a bit
  • Would be nice to know when you die (at which temperetur), Either show that the same way as the wood or color the font orange and red when it gets critical to create urgency
  • 0 as the default body temperature is weird ;)

  • I still dont get how to fish. Could not catch one fish yet

Windows / Mac / Flash / HTML5 / Re: My first game
« on: July 31, 2018, 12:46:17 am »
When you collect 10 of the woods you create a fire which you can stand next to for up to 2 minutes to keep your body temperature up, after that the fire fades out.

Thats what i figured out and it was fun!

The trick to catching the fish is to hook them just under their mouths.

Ah ok. I tired but it hink this could be easier. Also what happens when you jump while fishing?

Windows / Mac / Flash / HTML5 / Re: My first game
« on: July 31, 2018, 12:23:28 am »
Good start!
It confused me a bit that i could not walk diagonal after collecting wood and i wish the fishing game would be faster. I also didnt understand how it works. Do i need to put something on the hook to cath a fish?

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: July 31, 2018, 12:20:11 am »
Very cool!

Ask a Question / Drawing file name
« on: July 30, 2018, 11:47:06 pm »
is there a way to get the file name (of the stencyl file) and draw it ingame?

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: July 29, 2018, 10:07:56 pm »
This happens when you get better. Sometimes reworking only parts can help.
Dont give up!

Chit-Chat / Re: The EnhanceMyApp Podcast : New Episodes!
« on: July 27, 2018, 03:20:55 am »
Loving the details and quality!
The kickstarter one is especially interesting

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