Particles different on device than mac preview

jakesankeyjakesankey Member Posts: 6
edited November -1 in Working with GS (Mac)
Hey everyone, I am fairly new to GameSalad. I have spent most of my time in Obj-C and thought GS was far too cool not to try!

Basically I have a game that works well on the preview and device but there are subtle things that behave differently on the device. I have an actor that when hit by another actor, flys off the screen with a burst of particles trailing behind. All is well on the computer with hundreds of lovely particles but on the device only one particle shows.

Has anyone else experienced something like this? Any tips?

Thanks in advance!

Jake

Comments

  • forkliftforklift Member Posts: 386
    I have noticed that even in the viewer, if you have several particle emitters going at once, some just forget to work like they should.
  • jakesankeyjakesankey Member Posts: 6
    I see. No known work around that you are aware of at this point?
  • forkliftforklift Member Posts: 386
    It would seem that there is a number of particles which GS can show at once, however it's pretty high.

    For example: http://gamesalad.com/forums/topic.php?id=7085#post-46676

    How many emitters are you using at once and how many particles are they emitting?
  • jakesankeyjakesankey Member Posts: 6
    Oh, I guess depending on the situation I could have 3 or 4 separate emitters with 400-600 particles each.. its weird because I have another very similar actor that behaves in a similar manner (one is a goal and one an enemy) and the particles work just fine on that actor. The enemy is set up nearly identical and the particles looks great on the mac but are a no go on the device...
  • forkliftforklift Member Posts: 386
    I must say that 300-400 particles coming from one emitter is pretty high. I'd be interested in seeing a video of yours in action, but it's entirely possible to do clean, neat effects from just 10-50 particles. For my UFO game, the smoke and fire works really well with just 10 particles for each one. I would start scaling back the number of particles per emitter, because I can almost guarantee that visually it will look identical at 100 as it does 400. Post a video if you can.
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