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Slowing down


atari2600land

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So I have been working on the Secret Gov't Waffle Project the last few days and I guess I'm at the point now where adding stuff causes the game to slow down at certain spots. I've noticed that on wave 2, if the guy goes left then sometimes the game goes slower. So I've been having to rework and rework some more to not make it do that. Or perhaps it's a sign that I should slow down. Perhaps a day or so of not working on it will do me good. I worked on the thing for at least 3 hours this morning.

I had to redo the walking animation because the first one was a slowdown problem. So now the walking animation has 4 frames instead of 5, and a fifth frame is him just standing there if you don't move the disc. When I first imagined this game, I just thought, "Oh, this shouldn't be too hard." But then after making the game more and more complex, it did indeed get harder and harder to do stuff (at least without it slowing down). I guess I'm just asking too much from the INTV hardware?

But even as complex as it is, it's still a simple concept at heart, and therefore shouldn't be 21.5k to implement. But that's what it is right now. And still growing. Yeesh.

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This is the stage I find the most tedious... stage design, bells and whistles, and polish. It is probably one of the biggest reasons I never finish anything. I get excited about an idea and, once I write and implement the stuff that is interesting to me, I often drop it.

There are some pretty cool walking/animation sprites that you could look at for inspiration. I think the guy's name was Adam Tierney who did some artwork for a game that was never finished... I might dig out some of my own animationed for some pixelated PC games that might help you with find a way with animating your own sprite. It's hard with an 8 pixel sprite width. Another idea is to use two overlapping sprites to create your character. You can get more color this way and added pixels to work with. I did that with No Touchy and a flappy bird demo I made. I once read that the player's character design/aesthetic is more important than enemy design because the player is looking at it the most.

On the other hand, I think even the most simple design with few colors and animations can be charming when done correctly.

 

Most of my games have never picked up much interest, so perhaps my advice is not really worth giving much thought...

Anyway, I admire your dedication to your work. I follow this blog and love to see what you are doing. I am hoping very much that you will inspire me to return to my own projects... these days I have little attention span though.

Anyway, I hope you are enjoying your weekend.

Cheers!

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