Game salad problems

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Gamesalad problems When the animated background was finished and exported, there were over 200 frames, after putting all the frames into an animated sequence. When playing the game, it moves like it should, but with all the frames, it lags the game way too much. Resulting in a long wait to play the game again, making the spawners some times not even appear. So, I’ll just make the clouds in Photoshop, decrease the amount of frames in the flash file, and moving the cloud image across the screen premade. Making the game load faster, making it less likely to crash and ruin the spawners. When animating the run cycle in GameSalad, it worked, but when any of the umbrella powerups were in use, the umbrella moved in a weird way, rotating instead of staying still. This problem was solved by having to make a separate run cycle with each umbrella and when the Molotov powerup is in use, resulting in a total of 16 different runcycles all together. To make make this better next time, I should make the blue and regular fire separate from the runcycle. When putting the Molotov powerup into the game, we intended that it would give the player one extra hit before the character dies. In the middle of making the powerup coding, a problem arose with the powerup not doing what it was meant to do. In order to fix it, we made a hitbox spawn on top of the player and gave the player a value, the value of the player being 1, when the player being hit by a balloon, that value becomes 2. But then another problem happened when the player got the Molotov, but kept on giving the player extra hits before death, infinitely, so in order to fix that the max value was changed, so that only one Molotov can be active at a time and that if the value goes over 2, the value resets back to 2 again.

Transcript of Game salad problems

Page 1: Game salad problems

Gamesalad  problems    When  the  animated  background  was  finished  and  exported,  there  were  over  200  frames,  after  putting  all  the  frames  into  an  animated  sequence.  When  playing  the  game,  it  moves  like  it  should,  but  with  all  the  frames,  it  lags  the  game  way  too  much.  Resulting  in  a  long  wait  to  play  the  game  again,  making  the  spawners  some  times  not  even  appear.  So,  I’ll  just  make  the  clouds  in  Photoshop,  decrease  the  amount  of  frames  in  the  flash  file,  and  moving  the  cloud  image  across  the  screen  premade.  Making  the  game  load  faster,  making  it  less  likely  to  crash  and  ruin  the  spawners.  

   When  animating  the  run  cycle  in  GameSalad,  it  worked,  but  when  any  of  the  umbrella  power-­‐ups  were  in  use,  the  umbrella  moved  in  a  weird  way,  rotating  instead  of  staying  still.  This  problem  was  solved  by  having  to  make  a  separate  run  cycle  with  each  umbrella  and  when  the  Molotov  power-­‐up  is  in  use,  resulting  in  a  total  of  16  different  runcycles  all  together.  To  make  make  this  better  next  time,  I  should  make  the  blue  and  regular  fire  separate  from  the  runcycle.  

   When  putting  the  Molotov  power-­‐up  into  the  game,  we  intended  that  it  would  give  the  player  one  extra  hit  before  the  character  dies.  In  the  middle  of  making  the  power-­‐up  coding,  a  problem  arose  with  the  power-­‐up  not  doing  what  it  was  meant  to  do.  In  order  to  fix  it,  we  made  a  hit-­‐box  spawn  on  top  of  the  player  and  gave  the  player  a  value,  the  value  of  the  player  being  1,  when  the  player  being  hit  by  a  balloon,  that  value  becomes  2.    But  then  another  problem  happened  when  the  player  got  the  Molotov,  but  kept  on  giving  the  player  extra  hits  before  death,  infinitely,  so  in  order  to  fix  that  the  max  value  was  changed,  so  that  only  one  Molotov  can  be  active  at  a  time  and  that  if  the  value  goes  over  2,  the  value  resets  

back  to  2  again.