Whats an appropriate amount of attributes?

expired_012expired_012 Member Posts: 1,802
edited November -1 in Working with GS (Mac)
I know theres not exactly a limit, but what is a bad area to be in with # of attributes? Is 500 still on the safe side?

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    This is why we need arrays :), but i think you'll be ok, vie had over 200 before, and I'm sure tshirtbooth and firemaplegames have had mor than that.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Cardinal said:
    you can have as many attributes as you want. the problem is that you will have to keep an order to remember what each one does.

    So true; that's why attributes need to have meaningful names as well, I'm sure you'd agree. :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • firemaplegamesfiremaplegames Member Posts: 3,211
    My GS games have about 300 or so, and I haven't noticed a problem.
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    having a good naming structure is key....(or a big enough resolution to stretch the panel out and have giant names :-)

    e.g.
    Long name:
    - If puddle is touched but you are holding the elephant, true or false:

    1_puddle_touch_eleph
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    42
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    scitunes said:
    42

    :-)
  • firemaplegamesfiremaplegames Member Posts: 3,211
    haha. yes, 42 is the perfect amount!

    For Grisly Manor, for the game specific data, I named all my attributes like this:

    v1
    v2
    v3
    etc..

    (v for variable)

    I then kept a notebook next to me telling my what each one stood for!
    Saved me the trouble of having to come up with hundreds of clever attribute names.
  • expired_012expired_012 Member Posts: 1,802
    This might be a really stupid question but can the length of your attribute names cause slowdowns in the game?
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    firemaplegames said:
    For Grisly Manor, for the game specific data, I named all my attributes like this:

    v1
    v2
    v3
    etc..

    (v for variable)

    I then kept a notebook next to me telling my what each one stood for!
    Saved me the trouble of having to come up with hundreds of clever attribute names.

    Excellent idea, Joe. Now why didn't I think of that? (don't answer that... ;-)

    Bumping artonblusky's post:
    artonskyblue said:
    This might be a really stupid question but can the length of your attribute names cause slowdowns in the game?

    Actually, I'll answer this, as much as I would guess: I wouldn't think so at all.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • firemaplegamesfiremaplegames Member Posts: 3,211
    In the old days it would, but it doesn't really matter anymore.

    It's more important to have understandable attribute names.
  • butterbeanbutterbean Member Posts: 4,315
    Wow what are you making that has over 500 attributes? :)
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