Feedback Requested - New Game
sj.iphone
Member Posts: 28
Hi Guys,
First of all I must say that I am very happy using GameSalad. Except for the spinning beach ball effect and having to reboot my computer a few times a day, it is an excellent application.
I have just posted my game online. It has 3 levels, each one getting harder than the other. http://gamesalad.com/game/play/33617
My questions is about scene control. Is it better to create one prototype actor to manage all scene changes, or is it better to have individual controllers on each screen?
For example, my main scorer has several rules depending on the level.
If level 1 - do a, b and c
If level 2 - do g, h and i
If level 3 - do x, y and z.
This way the prototype actor can be dragged to each new scene as is (I plan to have 9 levels). It will check for the level and then implement the appropriate set of rules.
Whereas the star (lives) controller changes for each scene. On level 1 it controls game.1lives, on level 2 game.lives2, and on level 3 it controls game.3lives.
I plan to have 9 levels. Which way would be better for performance and memory?
Please note that all of the images are just placeholders. The are from a variety of sources (Game Salad templates, public domain, or just the web) and will not be in the actual game. I am working with a graphic artist to create all original imagery.
First of all I must say that I am very happy using GameSalad. Except for the spinning beach ball effect and having to reboot my computer a few times a day, it is an excellent application.
I have just posted my game online. It has 3 levels, each one getting harder than the other. http://gamesalad.com/game/play/33617
My questions is about scene control. Is it better to create one prototype actor to manage all scene changes, or is it better to have individual controllers on each screen?
For example, my main scorer has several rules depending on the level.
If level 1 - do a, b and c
If level 2 - do g, h and i
If level 3 - do x, y and z.
This way the prototype actor can be dragged to each new scene as is (I plan to have 9 levels). It will check for the level and then implement the appropriate set of rules.
Whereas the star (lives) controller changes for each scene. On level 1 it controls game.1lives, on level 2 game.lives2, and on level 3 it controls game.3lives.
I plan to have 9 levels. Which way would be better for performance and memory?
Please note that all of the images are just placeholders. The are from a variety of sources (Game Salad templates, public domain, or just the web) and will not be in the actual game. I am working with a graphic artist to create all original imagery.
Comments
This is nice because you can put all your player settings (i.e. fire delay, fire rate, speed, etc.), enemy settings (i.e. hit points, speed, direction, spawn spot(s), etc.) in each scene/level's instance of the "scene/level controller" and it will setup the scene/level for you keeping all those settings in one place. Makes differentiating your scenes/levels a bit easier.