Nulo.. Or anyone else that may know....

SaveDaveSaveDave Member Posts: 140
edited November -1 in Working with GS (Mac)
In your game poodle invasion, did you just have a ridiculously high scene or have you faked the Height with moving actors into a static scene??

Great game btw... Love the art.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    As far as I can tell, he uses Magic.

    :D

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • SaveDaveSaveDave Member Posts: 140
    Nulo?

    As much as I think that magic was the way he made this, I know for a fact that it isn't?

    Any definitive answer??
  • FreiGamesFreiGames Member Posts: 158
    i think that he had a normal sized scene and then some actors to randomly spawn different actors. There are tons of videos for this on youtube!
    Hope this helped!
  • SaveDaveSaveDave Member Posts: 140
    Hi tshirt, I had seen this before but did not associate it with this type of play... I'm thinking that it is just a big scene... I can't think how you could have a huge background like this on a static stage.
  • nulonulo Member Posts: 315
    hey there savadave. sorry for the delay. just friday nights are not the best times to find me on the forums ;)

    anyway. what happened is actually i started out with a huge scene. no need to say that id didn't work out. too heavy for gs. would definitely be the easiest way to go, but not possible because of performance.
    the background image is over 12k pixels tall by 320pixels wide. you can have an idea of it on the link below.

    bg image http://twitpic.com/2w0veh (not complete, not giving away the ending =D)

    so what I ended doing was cutting my background image into several smaller images.. i think it was 16.. well, then I had a variable keep track of what background was currently been shown and what to spawn next.
    then after a lot of trial and error find the exact spawn time and position for the background images to merge flawlessly. (without leaving seams) this was a big problem.. because since the performance was never always at 60fps even on my iPod 3G this would vary a little. so sometimes I can play the game and no seams appear, but sometimes a little black line appears between the change of background image.

    the character (the green thing) is basically standing still on the middle and what really gives the impression of the fall is the moving background and the moving poodles and items. but since i didn't want him to just stand perfectly still, and move side to side, I added some variation to it. So if you get hit by a poodle you will get pushed up, and then fall back down slowly until you stop at the middle again.

    anyway. I had MAJOR problems with 2G devices and it doesn't run on 1G devices yet. so its pretty heavy on the performance side. I had to cut some things down when publishing, and even making images smaller (specially the bg images).

    well hope it helps.

    also, ill be posting some promo codes in a few over here so anyone who didn't check poodle invasion out will be able to!
  • SaveDaveSaveDave Member Posts: 140
    Wow, nice response nulo!
    This really is helpful.

    I'm glad I haven't started my next game idea just yet. It's been going around in my head but now I'm gonna have to re think things a little!
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