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.
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