Here is a test video showing the main 'effect' and some explosions...
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
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The 'waves' of enemy sprites will arrive via a fixed random number generator at specific intervals - so that everyone plays the same 'level' but it should have no end. The way they react though will depend on how you play.
Hopefully there will be no 'impossible' situations.
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Still running at 60hz on an older Kindle Fire...
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http://www.sinistersoft.com/starsplash/gideros.html
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https://www.dropbox.com/s/ifzukqxbzsrxi6n/StarSplash.apk?dl=0
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plus it's a bit of a stress test...
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I need to enhance the score panels to show keys, megaweapon - I also need to add the megaweapon!
Adding a 3* system too - so if you collect all the powerups and food you get one star, all the treasure you get another star and kill everything another star. = up to 3 stars completed per level.
I put the system in to limit the number of moving enemy sprites that I talked about with you at the AppsWorld show. I tested it on the low powered device and it seems to regulate things really well.
I need to get people then to make levels so that I will also like playing the game!
@ChrisF thanks for testing. I have a few ideas on how to optimise it - should be able to double up on the number of sprites I think, maybe more. I won't need anywhere near what is on screen right now - so it should be good. I need to test with a soundtracker file playing too - see if that affects performance too much.
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I use tilemaps though - I make sure that sprites move to specific grid points - don't forget to that you can have maps with blocks wider than their x,y grid points.
With tilemaps you have no limit on the size of the map - with a rendertarget on some machines you would have a 1024x1024 limit.
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btw, just added a 'light map' mode to some levels in Dungeons - this will display explosions behind the map with the map itself being fully lit, otherwise levels have the light source shadow effect.
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