Feedback Requested - New Game

sj.iphonesj.iphone Member Posts: 28
edited November -1 in Working with GS (Mac)
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.

Comments

  • rebumprebump Member Posts: 1,058
    I have a "scene/level controller" actor prototype that initializes each scene/level it is placed in. It controls the higher level (macro level) scene/level mechanics (i.e. scene/level setup, HUD/score/message updating, certain respawn situations such as player spawn after death, etc.). It contains a lot of prototype based attributes that are, upon scene/level entry, copied into the game based attributes of the same name(s) (i.e. the scene/level is setting up its various settings so other actors can use them in the current scene/level). Since actors cannot communicate with each other (yet!), this works out well for the common practice of using game based attributes for actor communication/messaging.

    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.
  • sj.iphonesj.iphone Member Posts: 28
    Create prototype scene/level controller and then place an instance in each scene. This sounds good I will give it a try. Thanks for the response.
  • rebumprebump Member Posts: 1,058
    It works for me. I sometimes put the enemy spawing logic in there too if it is basic stuff. If it is more complex, I have an enemy spawner actor.
  • rebumprebump Member Posts: 1,058
    Just remember to implement a game boolean attribute "SceneInitiated" to test for before doing other things otherwise you may get unexpected results (i.e the initiatation should of course occur and finish before other things occur).
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