Cloaked by deammer
Hello! We've made Cloaked for the jam! Cloaked is an atmospheric exploration game set in the ruins of an ancient temple.
Hint: you'll probably want to stay in the light.
Controls: WASD/Arrow Keys and Space to jump.
Credits:
Zach Lowrance - Light Programming
Anthony Coffey - Animation and tilesets
Amy Saunders - Tilesets and level art
Brian Thompson - Art and level art
Jason Sobotka - Music and SFX
Max Osta - Level Design
John Pechacek - Level Design
Wes Boddie - Backgrounds and Title Art
Sterling Handrick - Concept Art
Maxime Preaux - Programming
Thanks to Chevy Ray for FlashPunk and Matt Thorson for OGMO!
Hint: you'll probably want to stay in the light.
Controls: WASD/Arrow Keys and Space to jump.
Credits:
Zach Lowrance - Light Programming
Anthony Coffey - Animation and tilesets
Amy Saunders - Tilesets and level art
Brian Thompson - Art and level art
Jason Sobotka - Music and SFX
Max Osta - Level Design
John Pechacek - Level Design
Wes Boddie - Backgrounds and Title Art
Sterling Handrick - Concept Art
Maxime Preaux - Programming
Thanks to Chevy Ray for FlashPunk and Matt Thorson for OGMO!
| Web | http://www.kongregate.com/games/Deammer/cloaked |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18342 |
Ratings
| Coolness | 0% | 2059 |
| Overall(Jam) | 3.16 | 261 |
| Audio(Jam) | 3.42 | 126 |
| Fun(Jam) | 2.74 | 332 |
| Graphics(Jam) | 4.26 | 39 |
| Innovation(Jam) | 2.22 | 478 |
| Mood(Jam) | 3.58 | 89 |
| Theme(Jam) | 2.26 | 531 |
This is an excellent time for some optimization tips! I ran it through TheMiner (an excellent profiler you should use), and ShadowMask.update is the culprit. A few key reasons:
- You're generating tons of new BitmapData per frame (via flashpunk Image::createBuffer), which could be solved by just re-using objects instead of making new ones.
- A big issue is the use of getter functions - you're spending about 10% of your time calling a function to get something you already have access to. Instead of using 'baseAlpha', just use '_baseAlpha' directly. Using the property introduces 4 million function calls you don't need.
- Inlining RGBHEXtoARGBHEX would be a fantastic idea too, you're spending 5% of your time doing some simple bit twiddling, because you have the overhead of 2.5 million function calls to deal with.
I hope that helps!
@Julian we're thinking of improving our levels, they do feel cramped and are sometimes frustrating to go through. Thanks for the feedback!