|
Post by sinclairfan on Oct 22, 2020 20:57:56 GMT
Hi, Even though I'm still trying to learn AGD I am struggling big time with the sprite limit of 12. (please bear in mind, this is not a complaint about AGD!)
I am making a platform game like manic miner but in space and for example I have this on level 1
1 player sprite 1 end level door sprite 5 items to collect sprites 3 kill player on contact sprites 2 moving and animated enemy sprites
and I'm out and cannot add any more killing object enemies or moving enemies. any tips that might help me?
Thank you
|
|
|
Post by ultranarwhal on Oct 22, 2020 21:49:57 GMT
If the 5 collect sprites are sprites, use objects or collectable blocks instead.
|
|
|
Post by Packobilly on Oct 23, 2020 4:42:42 GMT
If the 5 collect sprites are sprites, use objects or collectable blocks instead. Also you can use deadly blocks instead static killing sprites...
|
|
|
Post by sinclairfan on Oct 23, 2020 9:58:51 GMT
I tried using collectable blocks but for some reason could not get them working, so used sprites. deadly blocks! Awesome, I didn't know about those. thank you!
|
|
|
Post by ramon on Oct 27, 2020 9:41:08 GMT
You have to separate the images and the script in your mind. So you can more powerfully combine the AGD. An image can behave in different ways (scripts) and a script can adopt different images. Another important thing is to decide what has animation (cost in sprites) and what does not. I would do like this: 1 player sprite: sprite 0 (script player) image 0, frames 3 right. image 1, frames 3 left. image 2, frames 3 death. (when LET imege = 2 dies)
1 end level door sprite object 1 closed door (16 × 16) changes to object 2 open door when you have all the keys.
5 items to collect sprites 5 objects, don't spites. you can make them blink by changing colours. detectobject method helper to you.
3 kill player on contact sprites. fixed in player script.
2 moving and animated enemy sprites. The rest of sprites animated statics and enemy killers at your disposal.
|
|