Wow Josh, that looks amazing! That's a huge improvement on the current visuals. Especially those stars, they fit in much better as squares
The bullets, being the smallest part of the game, really should be solid shouldn't they
It brings them out. I had seen your pack, but hadn't really put much though into using it, only because I don't think I could replicate the visual effect throughout the other parts of the game. They're quite good really
. If you're interested, it would be great if you could do more. Of course you don't have to, but it leaves a huge improvement in the game. It's all spot on already too, except that the sprites now have to be completely white so the game can control their color (the vibrant look is easily added back in)
It's good to know the game can be easily skinned too!
Alright, @xCept - I've occasionally had that issue aswell. I can't tell if it's either me or AGK. I'll probably make it print out a log of progress to spot the issue, but all I've got for now is bullets are always present in some multitude when the game goes down. It's fairly infrequent here, making it hard to track. I guess I'm not he only one
Interstellar is now fully set up for multiplayer across computers, although it needs some cleanup first. I've also tested it on android as well and have had some minor proformance issues. I was planning to add a simple culling system, because the sprite's visual rendering seems to be what brings the FPS count down, but when using the setSpriteVisible() command, invisible sprites appear to drop FPS even further
Hoping I won't have to scale the game down, but expect an updated demo soon.
Edit: found this is the example documentation for the command
Quote: "Conclusion
Being able to set the visibility of sprites is useful for many in game situations and hiding sprites will also boost performance.
"
yet I drop about 5 FPS
Something's up!
Edit: It's possible the crashing *may* be due to reaching out of the bounds of variables, though I'm not possitive, time to look further.
swis
No, it's not pokemon.
Joined: Tues Dec 16th 2008