sendy
Processing Plant
Posts: 21
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Post by sendy on Feb 13, 2015 23:52:52 GMT
So basically you're making a collect-em-up and you want a lot of items for your player to collect, and as far as I can see, the best way to do this is to use 16x16 items as these don't respawn. However, each one requires it's own unique 16x16 graphic which surely is a waste of memory if you don't need all your items to look different. My suggestion is that instead of giving each item it's own graphic, graphics are decoupled from item instances like things are with the sprite editor, so you could just place an item down and choose to either reuse an existing graphic, or create a new one. Even better, IMO, would be to have an option for 8x8 character collectable items (as an extra block type), like in Manic Miner, JSW, Monty on the Run, etc. Having smaller items means you can tuck them out of the way and make them harder to get, plus 8x8 is often a more suitable size in relation to the player's scale. So yes, that's my suggestion for a future version of AGD. Thanks for reading it and once again thanks for an amazing and superlative utility! Regards, Sendy
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Post by BiNMaN on Feb 21, 2015 16:44:56 GMT
are you designing a manic miner/ jet set willy type game? would PGD be more useful it has the type of block you describe
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Post by egotrip on Feb 21, 2015 17:10:44 GMT
I agree with the first part. The objects should have a pool of images to choose from like the sprites do. I already requested this for the CPC version, hopefully it will be implemented for both versions.
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sendy
Processing Plant
Posts: 21
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Post by sendy on Feb 22, 2015 14:59:12 GMT
I'm waiting for Cronosoft to make PGD available, at the moment I can't find it anywhere but yes, I would like to do a game with it, even though it, IMO, isn't as powerful as AGD, and doesn't let you do a lot of the tricks you can do in AGD like using sprites for animated scenery, bidirectional enemies, special case sprites, etc. Also, the collision detection seems more clumsy in PGD, such that puzzles involving weaving in and out of enemy pathways are hard to make without them getting frustrating. But still, I'm sure good games are possible with it, and I want to buy it to thank Jonathan Cauldwell for his work on AGD.
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Post by Jonathan Cauldwell on May 6, 2015 15:14:23 GMT
I've added it to the list of things to consider for the next major update.
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