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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Game salad problems

  • 1. 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.