I don't know, ploaj. The game runs like a charm in 30 fps, and I don't want to give you more trouble
I say switch to 60 if you're willing to put the work in. Things look fine in 30, but you're realise how much of an improvement 60 is once you make the switch.
So here is the same level but one with 30fps and the other with 60fps.
I only adjusted the main stuff in the 60 one so some things may go faster than others.
Which one should I use.
http://www.sendspace.com/file/lae8oh
(This doesn't count as a demo really)
I'm still amazed at how constant and quick your updates are. makes me really motivated to finish this project!
As for the versions, 60 fps does look smoother. If you're fine coding everything to play fine in 60 fps, then go for it.
60 has other benefits than just looking smoother, as well. Because it's running twice as fast, updates and collisions are done twice as often, meaning you're less likely to have "falling through floor" bugs and the collision detection will be generally neater. Plus the game will in general be more responsive.
I never thought about it this way, but it does make sense. I strongly support 60fps then.
Ploaj, now it's my turn to ask:
does the engine allow for dialogues? I think they would be a nice addition for this game.
I've decided on making the World Map like this:
Code:
Basic World Map Layout:
S---M---1---2---3---4
S:starting point
M: Maid Café
1 to 4: Levels
The world map works like a mix of Super Mario Bros 3 and Super Mario World's. You start at the 'S', and you can move to other spots. You can't go through the level spots without beating them first. You can replay any level at will.
I'll probably add secret, branching points so the map isn't just a straight line, but the main elements are there.
The Maid Café spot acts like a 'hub' of sorts. You can access it from the start. Its purpose is somewhat similar to Toad Houses in SMB3 (getting powerups). Though, the place changes whenever you beat a new level.
1-At first, on one is in the maid café, save Maidsukki, who is cleaning it. He (she??) is sad about the lack of customers and asks for help.
2-At the end of every level, you free a person from captivity. This person then appears in the café as a customer. This happens for every level completed, gradually increasing the number of customers. You can talk with them too (usually thanking you from being saved). Maidsukki will also be grateful for this.
3-This also 'upgrades' the powerup options.
- This means I might want to ditch the usual 'collect 100 coins for 1up' system so the coins can be used as currency...
To keep this 'fresh', every character would need a couple lines, so they don't repeat the same thing over and over like a parrot.
again, this is just a brainstorm and shouldn't be put over more important aspects of the game.
Dialog like textboxes?
I can use the dialog boxes I made for the cutscenes.
yes, kinda like that, though you need to press a button to start talking. One way to do this is by either pressing UP on the d-pad near the person, or make a context-sensitive button (approaching someone makes a speech bubble icon to appear, pressing the jump button triggers the talking).
Done.
Just need the speech bubble and a button icon to replace the spacebar.
Edit:
Speech Bubble
Is that the planned font? It isn't very easy on the eyes.
I might need to make another set of font for dialogue and stuff. The current one might work for simple stuff, but it gets tiring for extensive reading.
thanks for the input!
No problem. That kind of font would be great for a title screen or something similar, but not common dialogue, as you've said.
I've been stalking you exploring a lot of the art and game development threads in here and I have to say I really like your spritework.
I think you should change the main instrument in "Sad Pink Moon Cafe." It's hurting my ears a bit.