1. Gamesalad
problems
When
the
animated
background
was
finished
and
exported,
there
were
over
200
frames,
after
putting
all
the
frames
into
an
animated
sequence.
When
playing
the
game,
it
moves
like
it
should,
but
with
all
the
frames,
it
lags
the
game
way
too
much.
Resulting
in
a
long
wait
to
play
the
game
again,
making
the
spawners
some
times
not
even
appear.
So,
I’ll
just
make
the
clouds
in
Photoshop,
decrease
the
amount
of
frames
in
the
flash
file,
and
moving
the
cloud
image
across
the
screen
premade.
Making
the
game
load
faster,
making
it
less
likely
to
crash
and
ruin
the
spawners.
When
animating
the
run
cycle
in
GameSalad,
it
worked,
but
when
any
of
the
umbrella
power-‐ups
were
in
use,
the
umbrella
moved
in
a
weird
way,
rotating
instead
of
staying
still.
This
problem
was
solved
by
having
to
make
a
separate
run
cycle
with
each
umbrella
and
when
the
Molotov
power-‐up
is
in
use,
resulting
in
a
total
of
16
different
runcycles
all
together.
To
make
make
this
better
next
time,
I
should
make
the
blue
and
regular
fire
separate
from
the
runcycle.
When
putting
the
Molotov
power-‐up
into
the
game,
we
intended
that
it
would
give
the
player
one
extra
hit
before
the
character
dies.
In
the
middle
of
making
the
power-‐up
coding,
a
problem
arose
with
the
power-‐up
not
doing
what
it
was
meant
to
do.
In
order
to
fix
it,
we
made
a
hit-‐box
spawn
on
top
of
the
player
and
gave
the
player
a
value,
the
value
of
the
player
being
1,
when
the
player
being
hit
by
a
balloon,
that
value
becomes
2.
But
then
another
problem
happened
when
the
player
got
the
Molotov,
but
kept
on
giving
the
player
extra
hits
before
death,
infinitely,
so
in
order
to
fix
that
the
max
value
was
changed,
so
that
only
one
Molotov
can
be
active
at
a
time
and
that
if
the
value
goes
over
2,
the
value
resets
back
to
2
again.