Vector based animation project

Hello Dave!

I go to test it.
Feedback after.

PS: Super! I like it more and more.
You found a good theme for your game and the most important, you treat it very well.

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Xierra

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Kick that spiders backside!

So …I’ve added Player wings and a dragonfly
You gain the wings after killing the dragonfly and spider ability after killing the spider
but - I’ve got them on from the start for testing purposes
spider ability - press up and down when on a wall
wings - press jump then up!

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So…follower of the spindly thread…Added recently - some music that I made. I’m going to work on this so that elements fade in and fade out etc
Lloyd the lord of yellow
lavae
lava
title screen - needs work! Loads and saves.
i worked on the spider battle
dragonfly battle needs work! - it’s going to fire stuff at you too
ghost spider added
abilities - spider and dragonfly.
to come - upgrades from lloyd archer fish etc

Right then! - Sound! I’ve worked out a system of getting different music to play in the same scene using only 1 channel. I didn’t want to play on multiple channels as ios says no to that sort of malarkey
I’ve added quite a few sounds and updated spider battle and dragonfly battle!

Hi Dave!

Intéressant!
Can you more describe how you do that in your game ? (not details only generalities)

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Xierra

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Hi Amigo - Here’s the code. So there’s only music on one music channel to prevent 2 songs at once on ios nonsense.
underground - one track plays
above ground - two tacks one for day and one for night
in water - music fades away.
the way ive done it is to ensure that there’s no nasty transitions between tracks


It makes a sacred management of variables!

Thank Dave for your precisions.

A+
Xierra

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Latest update - I’ve changed the way the object culling works - press 1 and 2 in game to see this. It should run smoother now. Before I had the data for the world stored within a grid of screen sized objects, but i’ve replaced that with just a 2d array. The cell size is 100 by 100 pixels. When the player is inside a square that has a different id it checks all the cells at the edge of the players view for cells that have ‘objects created’ false and creates all the objects in that cell, and then checks the cells just outside that for ‘objects created’ true and then deletes everything with same id as those squares.

Just played for the first time. Really impressive visuals, although I’m sure everyone else has already told you that.

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Thanks @Yhac10 - Did it run ok? I’ve been working on optimising it as the event reading was going up and up in the profiler.

Hello there!

Dave: i haven’t saw a game like that! With this atmosphair and gameplay.
As i said before, you have found a good thema for a game, specially for mobiles.

Good continuation.

A+
Xierra

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Thanks for playing again @Amigo54 …did it run ok? I’ve been trying to optimize it better. There’s a lot of events to process!

Honestly it was very laggy. It wasn’t too horibble for me, although that could be because I’m used to lag in video games.

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Hello!

I think that Dave’s game is alike some plateforms games and not at all like Shoot Them Up. But as @Yhac10 said, at certain moments well choosen, it is not forbidden to accelerate the tempo.
In all case, i like this game a lot because it is original and thus, not like others.

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Xierra

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I’ll try and shave some milliseconds off the events! I played it on my phone and it ran ok but i think i can bash it into shape a bit more! It’s getting very complicated!

Hi there!

I hadn’t understood at all it was a few slow on mobile, sorry.

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Xierra

Hi Dave!

A question: do you have animated objects even outside visible screen?
If yes, you could optimize the speed of game stopping the animation of objets which are not visible.
The extension InOnScreen is perfect for that.

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Xierra

Hi Amigo - thanks i am using is onscreen but im still trying to work out if its working properly when there’s more than one. I’m going to try running some tests today, and i might try linking the shape drawing algorithm to distance instead and comparing the two. I’m trying to work out the object culling system at the moment, and only scanning the cells that it absolutely has to by comparing the old cell to the new cell number …im a little unstuck at the moment but i’ll get there! Thanks for helping. I’ve got rid of unnecessary stuff like two layers of water etc and i’m down to only three behaviours in the project - I’m a bit frugal with behaviours!

Ok Dave but i asked in case where.

The distance between objects, in my opinion, can be also efficace and perhaps more efficient than InOnScreen comportment if you use instruction “Trigger once”.
Because i suspect that this comportment is executed at full speed (not after 50 or 60 fps elapsed) but i have not verified that.

A+
Xierra

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