Game Creation Log: Cancer Sucks

2

Comments

  • outasiteoutasite Member Posts: 417
    Alright ran into a bit of a problem with changing the size and collision.

    Rule: size.width <= 161
    Interpolate size.width to 180
    Interpolate size.height to 160

    Rule: size.width >= 179
    Interpolate size.width to 160
    Interpolate size.height to 140

    But when the two rules that turn the interpolate on, are on my tumors no longer recognize the collision with the brain...
    Any Help?
  • outasiteoutasite Member Posts: 417
    Just got back from work, and crying about my knee. Note to self: Don't dislocate knee again.

    I have fallen in love with the effect of the pulsing brain, and cannot go without it. So I have decided to use a invisible actor that does not change in size. Therefore a collision can still occur.

    The "visible' brain interpolates between 160x140 pixels to 180x160 pixels. The "invisible" brain remains in the middle at 170x150, and the effect is still pretty good.

    I plan to work on some more graphics later on tonight, and hope to update for you all soon.

    Michael
  • ChaserChaser Member Posts: 1,453
    Tumornator
    "It's not a tumor"
  • ChaserChaser Member Posts: 1,453
    Have you tried just a change attribute self size x and y to plus and minus say 20 every so many seconds or set invisible actors off screen that let's say move up and hit a bar change attribute to plus and when it hits the bar move down towards another bar that triggers attribute minus (keeps from using any timers including interpolate timers) Just ideas!
  • outasiteoutasite Member Posts: 417
    Chaser said:
    Tumornator
    "It's not a tumor"

    Sorry I'm confused. Is that a name suggestion?
  • ChaserChaser Member Posts: 1,453
    Yes if u don't have one yet
  • outasiteoutasite Member Posts: 417
    Chaser said:
    Yes if u don't have one yet

    Ya, no I do not have one yet. Still looking. :P
    Chaser said:
    Have you tried just a change attribute self size x and y to plus and minus say 20 every so many seconds or set invisible actors off screen that let's say move up and hit a bar change attribute to plus and when it hits the bar move down towards another bar that triggers attribute minus (keeps from using any timers including interpolate timers) Just ideas!

    Note to All: I love constructive criticism, I am very open minded and you will not hurt me. So no worries.

    But this seems to contradict with its self. You said to change +/- size every so many seconds so that interpolate and timers are not needed?
  • ChaserChaser Member Posts: 1,453
    You missed the OR part of that sentence
  • outasiteoutasite Member Posts: 417
    Thats the one. HAH I thought I was missing something
  • JPickardJPickard Member Posts: 477
    Chaser said:
    Tumornator
    "It's not a tumor"

    Bwahahaha. That's awesome.
  • outasiteoutasite Member Posts: 417
    "Started 6 days ago"

    WoW... I need to get things rolling. This game is too simple to take this long. But then again I do keep changing things. I have fallen in love with the move off screen and back on screen effect like TSB did in Tiny Balls.

    So I am reworking things to do so. And will post a vid for you guys. I am still a bit lost on what font I want to use for the score, and what icons I want to use to tell the user the left side is your score, and the right side is your high score.

    Let me know if you guys have any ideas.

    Michael
  • outasiteoutasite Member Posts: 417
    Video Update for everyone.

    ----------------Video Here------------------

    -------------------------------------------

    The entire game is on one scene. There are I think 35 actors in the scene. As of right now, the project size is 398kb, but that is with no menu pics and no sounds.

    Testing on a 2nd Gen Touch
    57-55 FPS at Menu screen
    48-27 FPS playing game
    Total Memory Usage is at about 17.1

    High score so far is 201 on device. But its gets glitchy some times with such low FPS. How can I play Bloons Super Monkey (a game that has hundreds of fast moving parts) with such smooth gameplay and then play this one where only 12 objects are moving relatively slow. Makes me want to put improved device performance at the top of the roadmap.

    BTW is/would anyone be interested in testing for me? looking for touches and phones as many generations as possible.
  • JPickardJPickard Member Posts: 477
    looking great! The brain throb is awesome!
    I would like to see the tumors rotate as they approach, if possible, and the little explosion when they die, die die should be a little bigger so it's visible under a finger.

    The font for the scores is a bit chunky. It kinda competes visually with the brain. maybe change the color too?

    I'll test it for ya, I'm set up on testflight.app
  • OaklandasfanOaklandasfan Member Posts: 213
    That'd better not be Nickelback in the background....
    Looks great anyway!
  • outasiteoutasite Member Posts: 417
    JPickard said:
    The brain throb is awesome!

    Thanks! I'm loving it. Good idea by the way!!!
    JPickard said:
    I would like to see the tumors rotate as they approach, if possible, and the little explosion when they die, die die should be a little bigger so it's visible under a finger.

    It actually looks pretty good on the device as is, tumor rotation scars me (too much killing the preformance as is).
    Oaklandasfan said:
    That'd better not be Nickelback in the background....
    Looks great anyway!

    Im sorry! My sound was off when I previewed it... I apologize for any that drew offense to the video.
    Yes, I was listening to Nickelback. I love that song., and for those wondering that "YA" is my GF cheering for her day off.
  • JPickardJPickard Member Posts: 477
    outasite said:
    Thanks! I'm loving it. Good idea by the way!!!

    Thanks.

    ...tumor rotation scares me (too much killing the preformance as is)....

    What scares me is that such a simple mechanic kills performance. It scares me because my game will have tons more activity than yours and if GameSalad can't even handle "touch to kill blobs" than it might not be the tool for me. That sucks because I'm a creative, not a coder.

    Sigh.
  • outasiteoutasite Member Posts: 417
    Simple fix I guess... you just need to build for the iPad and Mac platforms.
  • JPickardJPickard Member Posts: 477
    I don't wanna derail this thread, and it's not worth a new one, so I'll just say if my old 2nd Gen iPod Touch can handle Epic Citadel no problem, then I think Game Salad crew has got some work to do to make a simple tap game work well.

    That said, I'm a kick ass type/logo designer, and a font whore, so I'll donate some text work to this app if you want. Check my site via my profile.
  • outasiteoutasite Member Posts: 417
    Game is pretty much done... Here is a vid.
    Any thoughts before I make a ad hoc for testing?

    -----------------------VIDEO-------------------------

    -----------------------------------------------------

    Link to sign up for Tumor Tap testing with Testflight
    http://bit.ly/iOMlly

    Thanks
    Michael

    EDIT: Never mind on "almost" done, I still need sounds hah.
  • outasiteoutasite Member Posts: 417
    Thank you tenrdrmer !! I just came across your interpolate cancel demo in GS. Its a bit tricky but I just got it to work for my movement. Reworking tumors and will post results afterwards.

    Hopefully FPS will get a big jump! Since I will have only one moveable actor.
  • outasiteoutasite Member Posts: 417
    Alright results are in and interpolate could not set up to the chalenge. Frame rate was consistently 18-32 through our the game. And actors often become unresponsive to touch.

    Move to give me 25-45 FPS and actor respond quite well until late in the game.

    Only Problem now, is every once in a while actors do not reset once they have hit the brain.

    Note** Tested on a 2nd Gen Touch
  • JPickardJPickard Member Posts: 477
    Looks great!
  • JPickardJPickard Member Posts: 477
    This contest just started today. You should try to enter it, if it appeals to you.

    http://www.bignerdranch.com/mobileforglobalgood/
  • JPickardJPickard Member Posts: 477
    Any news?
  • outasiteoutasite Member Posts: 417
    Sorry Been super Busy. I uploaded to Apple a few days ago. Should be out soon though.

    I uploaded with the "beta" music, and didn't want to lose my queue so once it is approved I will be posting a update with new sounds in addition I have found a bug and I am working on a solution, but I am having trouble finding where it is.
  • outasiteoutasite Member Posts: 417
    My game was just rejected. First time ever....

    Not allowed to have donations included with the price. Must have link in game to website to collect donations.

    I wish I was pro.
  • JPickardJPickard Member Posts: 477
    Oh, wow. That really sucks. What do you think you will do?
  • outasiteoutasite Member Posts: 417
    Cry. Um, sent sent an appeal. I was also thinking of not giving any proceeds to the charity, but rather donate a part of "my" money to the charity.

    A possible loophole.
  • outasiteoutasite Member Posts: 417
    Alright, Its been a LONG time since I have touched this thread. Or this game for that matter. Time I finished it. I just uploaded the game to apple with no reference to giving money to charities. It went into review seconds after completion of my upload.

    ALSO ! I uploaded it to the Arcade.

    Attempt to embed it here:
    <iframe src="http://e.gamesalad.com/play/30288" width="480" height="353" allowtransparency="true" scrolling="no"></iframe>

    Link to Game CLICK HERE!
  • outasiteoutasite Member Posts: 417
    Alright, Its been a LONG time since I have touched this thread. Or this game for that matter. Time I finished it. I just uploaded the game to apple with no reference to giving money to charities. It went into review seconds after completion of my upload.

    ALSO ! I uploaded it to the Arcade.
    Link to Game CLICK HERE!

    I will post a link to the app store once it is approved. Hopefully it will be this time.
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