I recently made another topic where i was asking if my game was worth advertising, and, as i understood, it wasn’t ready for that. It was constantly updated, bugs were constantly fixed, new content was added. I hope that now it is really ready for advertising.
For new players, I’ll explain the main point of the game: In the game, you can grab and fling people with your own Fling tool, earning coins for this. For coins, you can buy much better Flings that throw more further (btw, many of them have their own abilities). You can earn coins in different ways: Doing quests, flinging people, winning the tower or winning the flinging arena.
I will post a video with the problem of why it is not worth advertising yet.
You can watch the video or understand what the problem is, if not, I will write
The problem is that everything blinks. Gooey camp and inscriptions also can not be fixed yet, you better not make advertising (my opinion). And so the game is cool you can play, reminds tower of health.
Good news: I didn’t have the UI flickering issue (I am on a high spec PC)
Bad news: everything is so neon and right in your face, that it’s difficult to play. All parts and elements are competing with each other for your attention that I got overwhelmed. It’s very hard on the eyes.
an old game i was making years ago had this issue and i eventually found out it was due to having too many surfaceguis/billboardguis/text labels in my game. apparently they take up more memory than you’d think, and while higher-end devices are perfectly fine, lower-end devices do this weird text flickering thing. the way i fixed this in my game was by adding a script that automatically disabled all text outside of a certain range. went a little something like this:
--untested, please tweak the code until it works in your game
while wait(1) do
for i,v in game.Workspace:GetDescendants() do --loop through all objects in workspace
if v:IsA("BillboardGui") or v:IsA("SurfaceGui") then --if object is a GUI container of some sort
if v.Parent:IsA("BasePart") and (player.Character.HumanoidRootPart.Position - v.Parent.Position).magnitude > 40 then --if the GUI is parented to a part and the part is out of range
v.Enabled = false --disable it
else
v.Enabled = true --enable it
end
end
end
end
hope this helps, you might have to lower/raise the distance until it feels right for your game.
Thanks for feedback, I’m glad everything is working
What about neons, I’m currently planning to completely redesign the tower spawn and remove a lot of the neons so that everything doesn’t look so confusing and overwhelming.
There’s MaxDistance on both of this GUI containers existing. Instead of running loop - it will be better to just utilize that.
Furthermore - why loop across entire game? Why not cache links to GUI containers? and then track if more added/removed.