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Colossus Escape is a fast-paced action game based on the world of Moffee AdventuresTM, featuring an epic fantasy world with great graphics and his own unique graphical style. Escape and defend against Colossus, face waves of enemies and avoid insidious obstacles. Turn the tide of battle with powerful spells and mystical artifacts, but watch out for the impending Colossus, hold on and gain ground collecting potions. Get ready to face sudden challenges using QTE (Quick Time Events) against hordes of monsters, giants and ruthless killers.

Post news Report RSS WIP Dicember first weekly update: performance check and new stuff

Last weeks were very intense: after a lot of changes and a new pooling system, all for a performance purpose, the game result to be.. slower! :| ..hard work bring it to the right way. Let's see what was all about...

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Last weeks were an explosion of code fixing, bugs and more things that made the game's FPS for a week end + some days stay extremely low.
The main problem was with the atlas created with NGUI and the depth of the widget: panels with the same depth kill the fps so it was necessary to revise all sprites groups. Then also the new enemies manager gives some problem with the collisions, but a rapid check on the player character controller script fix everything - at least until next testing phase :P

Here's the list of all things done:

  • fixed the pop-up enemies > no more broken rotation and no more walks/runs with the wrong animation
  • fixed bug on the rock enemies > when in "closed" mode sometimes the behavior was strange and you couldn't destroy them
  • a completely new enemies manager classes/prefab + obj polling for every enemy type, the bullets, the rocks, spikes..
  • fixed enemies animations on heroes dead > some move even if the animation was wrong or just fall down from the backgrounds
  • fixed a MEGA bug on some scaled enemies > the collision detection didn't work (here: tks unity guide ;) ) on scaled objects

Colossus Escape < bug fixing

  • flying enemies > now swing, up and down, a bit
  • fixed bug on high resolution (w > 800) > mountains positioned on the screen left border had a wrong X +the flying arrow on resolution change didn't update the start position

Colossus Escape < bug fixing

  • updated revmod API > find out current version was uBer old :| and the manifest has some errors that cost me 2 days of develpment >_<
  • bug on tutorial > if skipped on tutorial's enemies, the game explode > when the special enemies die it forced the tutorial to continue, even if the game was running

Colossus Escape < bug fixing

  • minor fix on HUD stuff > with the "new" NGUI (I used a old version because the project was frozen for a while) I had to fix different things like events and sprite depths
  • fixed bomb script > the bomb has the wrong Z (= was not visible)
  • added a collider to the QUIT alert - the btns on the background were clickable and broke the menu
  • super bug with NGUI widget > fixed ALL the depth of the widget on menus, intro, in-game... - what a mess :|
  • fixed a bug on the android back button press > the page didn't go back
  • changed a bit the Infinity mode (start to slow and boring) and the Turbo mode (less spikes and different number of red rocks)
  • new enemy type : barricade
  • new "oscillation" behavior
  • new super moves > in progress ;)
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