More Scenes VS File Size

osucowboy18osucowboy18 Member Posts: 1,307
edited November -1 in Working with GS (Mac)
Hey everyone

My latest game is a puzzle game consisting of 135 levels. So instead of having 135 scenes (one scene for each level), which would by far be the easier route, should I instead try to combine the scenes. I would like to keep the file size below 20 MB to allow for download over a cellular network, but this is not a necessity. If I combined the scenes into a few instead of 135, would that save me a ton of memory, or just a few MB? Thanks for your help guys.

- Alex

Comments

  • CaptFinnCaptFinn Member Posts: 1,828
    I just asked a similar question a hour or so ago. No luck. I dont have performance testing abilites yet. just curious if having all your actors on one scene means all those actors have to be cached into current memory. Or would having actors spread out amoung scenes mean actors arent cached until your at that scene.
  • osucowboy18osucowboy18 Member Posts: 1,307
    If I have 135 scenes, I just want to make sure my app's file size isn't gonna be extremely high. Can anyone offer some insight into this please?

    - Alex
  • spliketspliket Member Posts: 93
    If you're using most of the same assets in each level, it shouldn't use that much more space either way. I have 60 levels in my game and (once compressed for the store) comes in at 10.9 MB. The free version which has only 12 levels by comparison, is actually bigger...11.3 MB because I added graphics to advertise the upgraded version.

    I think the real problem with using more scenes/levels is that it takes time for the user to load each scene. With 135 scenes, they have to wait 135 times (at least).
  • osucowboy18osucowboy18 Member Posts: 1,307
    Thanks spliket, each scene will be using the same assets, just altered a little depending on the level. Glad to know it won't take up an insane amount of space.

    - Alex
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