by Venexis » August 1st, 2015, 8:33 pm
Alright, nightly summary post wee. Second last one, too, only a single day remains.
Okay, so today was a productive day. level4's code proved to be a fruitless endeavour, but Star saved the day with an idea I had honestly not considered- add the things in a fresh, empty level and then copy the relevant code bits into the full version. It worked great, just a couple minor positioning tweaks where needed, and suddenly Mr. Dark Shine had a pair of bouncing shadow orbs. From there, I made the flame towers more of a threat and also did a TON of work on a slightly different defeat procedure (this time requiring an invisibility star, as opposed to orange switch blocks).
Next was wrapping up the storyline. Unlike the original super cheesy idea of a guardian spirit who simply hates to lose, he instead must confront and face down the idea that simply being skilled is enough to thrive even as Mario works to take him down. In the end, it's resolved and everyone learns a valuable lesson about how being great at something isn't the only thing that matters- integrity, collaboration, a healthy attitude, and skill are all valuable qualities to "win".
Finally, graphical stuff (and lag). Yeah... we've kinda got a lag problem. There's good news, and some bad news. The good news is that my laptop doesn't really handle flash well, and averages a pretty solid 15-20 FPS throughout (definitely playable) after struggling with a few abort script notifications while loading the level (I only get one on my laptop, for reference). This means that even lower end computers should be able to handle it, although they might be a bit worse off. The bad news is that we can fix the lag entirely... by removing the decoration pieces. I don't know exactly why, but the decorative vines and stuff are killing FPS. I tested a version of the level that contained no extra scenery pieces, and frames shot right up into the 25-30 range with not a single abort script. In comparison, a version of the level containing only scenery pieces (no moving blocks or anything) hovered just around 25 FPS. I'm not sure why it's such a load on our framerate, but I can try removing a bit of the scenery pieces... however, the level doesn't have a great deal going on in terms of aesthetics without them, and it may result in a blow to our graphics score. Is the lag that bad? Your call, guys.
With all that out of the way, I feel we're ready for this deadline. I'm working on a fancy title banner thing for tomorrow, but am still a little hesitant when it comes to alternate music choices, so let's hear your suggestions.

10/10, thanks FrozenFire 
Or add me, at Venexis#9902.