Using the new pause & memory savings
jonmulcahy
Member, Sous Chef Posts: 10,408
Before .9.1 came out with the new pause system, I had coded and implemented my own version of pause. By putting 2 fingers on the screen the pause screen came up and allowed you to resume play, reset the level or go back to the main menu. It also showed a count of how many points you had and how many objects you have passed.
Tonight I converted one of my levels to use the new pause system. I moved all those items to a new scene and hooked it into the new behavior. It saved me 6MB of ram per scene which is huge. I was really pushing the boundaries of what I wanted to do, and this just gave me a ton of breathing room.
I just wish the pause scene transitioned a little faster.
Tonight I converted one of my levels to use the new pause system. I moved all those items to a new scene and hooked it into the new behavior. It saved me 6MB of ram per scene which is huge. I was really pushing the boundaries of what I wanted to do, and this just gave me a ton of breathing room.
I just wish the pause scene transitioned a little faster.
Comments
this is great , that is exactly what im trying to do with Party Popper right now , the problem is the game is so complex its very hard to do the conversion .
i have a question for you , i making a new game and its almost done , now the game is all in one scene , instant reset and all of that , as for now the scene is big so all the menus are in the same scene as the game , but as i add more graphics the RAM is increasing , so im thinking about moving the menus to a "pause" scene to release that RAM like you just mentioned , do you think it will be smart thing to do that when the player opens the game it will load the gameplay scene and instantly load the "pause" main menu scene?
Roy.
of course, make a copy of your game before you do anything incase you are not happy with how it turns out
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