Bullet Time

Just finished my posthumous MiniLD entry! Next time I’ll try to make my mind up about entering a lot sooner, heh.

You can play it here! The goal is to survive as long as possible.

Tags: final

Comments

27. May 2009 · 09:48 UTC
This is ridiculously addictive, and I don’t normally even like shoot ’em up games.
27. May 2009 · 11:34 UTC
Congratz on finishing it! =D
27. May 2009 · 14:50 UTC
have you fixed the ‘top right-hand corner’ bug?
27. May 2009 · 14:52 UTC
oh, you did.
DrPetter
29. May 2009 · 13:24 UTC
Very nice. For some reason I love the way enemies shatter when you hit them. I wish the thing was running at 60 fps though, would really help in a super-twitchy game like this. I’m still fighting for the 30 second mark.
30. May 2009 · 10:00 UTC
It’s great, and because of its shortness it has that addictive “just one more try” quality, much like Self Destruct. I also think that the limited Flash framerate is hurting this game a little, but it’s still very playable.
30. May 2009 · 17:58 UTC
Yeah, I really wish I could have gotten this to run at 60 fps, but in my experience browsers really don’t seem to be able to handle it :( I read somewhere that firefox caps the actual framerate of flash apps to keep CPU usage under control; even if you get 60fps on your own machine there’s a good chance other people won’t.
DrPetter
31. May 2009 · 07:43 UTC
Terry: I got Chup running at 60 fps on most machines and browsers I’ve tried. Seems the latest couple of flash players are greatly improved over old ones in that respect. Having said that though, it also measures actual framerate (using a simple timer that triggers every second and counts number of frames drawn up to that point) and drops into frameskip mode if it’s too low. On my Eee the game only gets about 20 fps, but it’s still playable.

Are you using vector graphics (or bitmapData.draw), or are you copyPixels:ing into a screen bitmap? 100 small images shouldn’t be a problem at all if you’re just copying pixel data without transformations. I saw a demo somewhere that did like 2000 64×64 pixel sprites at 60 fps.
31. May 2009 · 10:02 UTC
Ah, interesting! I didn’t know you could handle your update code that way in flash, I thought it had to be through an enterframe event!
DrPetter
31. May 2009 · 18:16 UTC
Yeah, I still do it through enterframe, but basically when it detects a too-slow actual framerate it’ll increment a frameskip variable and reduce the stage framerate. Each time the enterframe event triggers, it’ll step through [frameskip] number of logic steps and then render one frame.