Whole game in 1 scene

JonatanRosdahlJonatanRosdahl Member Posts: 27
edited November -1 in Working with GS (Mac)
I've heard about some gamesalad games that only uses one scene. And i think i might try that out. The only point in this is to avoid the loading.

So have anyone tried this? Is it worth doing and is it possible?

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Theres a template in the marketplace that supposedly makes this possible.

    I personally wouldn't recommend trying it as I think you will destroy your game performance. I don't know about the template thats available. He says it works so you may want to look into it. but I just don't see any type of complex game being possible with a setup like that.
  • JonatanRosdahlJonatanRosdahl Member Posts: 27
    Well my game is kinda simple, so im not sure if it will destroy my game.

    (How do i edit a pool?........)
  • WeswogWeswog Member Posts: 1,171
    Well a menu would be a good idea to do all in one scene, but the whole game thats kinda crazy unless its a game like doodle jump which requires only 1 scene

    Cheers, Weswog
  • SparkyidrSparkyidr Member Posts: 2,033
    My game "Cosmic Spark" is all in 1 scene.

    It makes for a better user experience (imo)....but

    Depending on the complexity of the game, it might make it harder to keep track of certain stuff, and memory usage might be an issue.

    Cosmic Spark is a pretty simple game (but with Retina graphics), and it's pretty much hitting 40meg usage from the outset.
  • BSideGamesBSideGames Member Posts: 392
    JonatanRosdahl I am the maker of the "NO Loading Template" and is possible.

    Everyone should take a look at the videos and think about getting it.

    http://gamesalad.com/forums/topic.php?id=20637
  • BSideGamesBSideGames Member Posts: 392
    Sparkyidr said:
    My game "Cosmic Spark" is all in 1 scene.

    It makes for a better user experience (imo)....but

    Depending on the complexity of the game, it might make it harder to keep track of certain stuff, and memory usage might be an issue.

    Cosmic Spark is a pretty simple game (but with Retina graphics), and it's pretty much hitting 40meg usage from the outset.

    I would love to see how you did your "No Loading" version, maybe we could talk sometime...
    email me at asher.ryan@yahoo.com or just PM me.
  • StusAppsStusApps Member, PRO Posts: 1,352
    As mentioned in a previous thread I did this with cafe rush. It runs very well on an ipod touch 2G.

    This is the whole scene layed out below. Down side is the things are just a little more complicated to reset. Also making sure actors are not doing things when the camera is not on them to keep performance up.

    image
  • BSideGamesBSideGames Member Posts: 392
    StusApps said:
    As mentioned in a previous thread I did this with cafe rush. It runs very well on an ipod touch 2G.

    This is the whole scene layed out below. Down side is the things are just a little more complicated to reset. Also making sure actors are not doing things when the camera is not on them to keep performance up.

    I'm happy to see some other people telling the non-believers that it is possible. With my template I did some great rules to help keep actors from doing things when camera is not on them
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    no one said it wasnt possible haha. simply put its not as black and white as your making it seem. Sometimes it will work perfect, other times theres no way to get it to work. You have to constantly check you viewer numbers, and depoeding on how many actors there are, that are on screen, that move, and have moveable unchekced, all that comes into factor.

    i have stuff that works perfect all in one scene, some games will crash at start up like that. Most have the menus all in one scene and the rest seperate scenes. Again it all depends. You cant say with or without a doubt you can have somehting in one scene, or you cant, till you have tested everything and checked the numbers ect
  • SparkyidrSparkyidr Member Posts: 2,033
    @Asher
    I basically had all my screens laid out on the main scene, and depending on where I needed to be, I changed the scene camera origin X and Y value so it showed the correct screen at the correct time.

    I made this easy by having a text attribute called "whatscreen"
    So when I want to be on the title screen, I set that to title, my main area is called "shoot" my second area is called "abduct" my 3rd area is called "shmup". I also have is set to game over when you die.

    So all my game rules trigger that attribute, and once that is triggered, I have rules that say : when whatscreen = whatever screen I want, change camera origin x to whatever number, and camera origin y to whatever number.
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    StusApps said:
    As mentioned in a previous thread I did this with cafe rush. It runs very well on an ipod touch 2G.

    This is the whole scene layed out below. Down side is the things are just a little more complicated to reset. Also making sure actors are not doing things when the camera is not on them to keep performance up.

    image

    thats an excellent image... serious organisation going on there...
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I'm doing it with a game with 60+ levels, it's a hell of lot more work but worth it in my opinion.

    Ace
  • BSideGamesBSideGames Member Posts: 392
    Sparkyidr said:
    @Asher
    I basically had all my screens laid out on the main scene, and depending on where I needed to be, I changed the scene camera origin X and Y value so it showed the correct screen at the correct time.

    I made this easy by having a text attribute called "whatscreen"
    So when I want to be on the title screen, I set that to title, my main area is called "shoot" my second area is called "abduct" my 3rd area is called "shmup". I also have is set to game over when you die.

    So all my game rules trigger that attribute, and once that is triggered, I have rules that say : when whatscreen = whatever screen I want, change camera origin x to whatever number, and camera origin y to whatever number.

    That is kinda the same route I went with the template, but I go one step further with the actors also... So actors are recycled, one actor can be used in all 100 levels and used as several different actors.
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