How many attribute until slowdown?

MarkOnTheIronMarkOnTheIron Member Posts: 1,447
edited November -1 in Working with GS (Mac)
How many attribute can you create until a game get a considerable slowdown? And how they will impact on load times?

The attributes for my game are growing exponentially, I think they will be around 250/300 on the final version and except for 10 they will all be saved and then loaded on startup.

Comments

  • firemaplegamesfiremaplegames Member Posts: 3,211
    My current game, stunt squirrels!, has about 180 attributes. I am saving and loading 90% of them and I haven't noticed a problem.
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Ok, thanks.

    I'm currently testing on a 3G and with 24 levels and 65 attributes of which 62 are saved and loaded. Until now load times are about 5/6 seconds until the spinning wheel appear on the GS logo and about 1/3 seconds (depending on next level complexity) between levels.

    I was worried to get longer loading times by adding more and more attributes.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    That is what I get on my 3G as well. It loads faster on my 3GS.
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Same game for me will have the GS screen for 2 seconds and randomly the next time for 20 seconds... no rhyme or reason

    I dont think attributes slow anything down though... at least not enough to notice

    Just moving actors. they can really bog down.

    After my last game ran so poorly on older units i am now making optimizing all my graphics down to 64dpi and at 8bit pngs

    Noticing a huge diff
  • rebumprebump Member Posts: 1,058
    @maralfer/@FMG: Maybe I'm misunderstanding the terms but what do you guys mean when you say "saving attributes and loading attributes"? Is there some "load attribute" functionality? Or are you talking about placing actors on a scene manually versus spawning them programmatically in the rules/behaviors of some spawner actor or such?

    @TinyMonster: Let me know how saving your images in the 8bit colorspace in PNG format works out for you. I recently went from the standard RGB colorspace (i.e. 16.7mill) to the greyscale color space and it really borked up the GS application when they were assigned to actors. I replaced them with the normal RGB colorspace versions and my problems went away. I launched a thread about this here (if you want to add anything):

    http://gamesalad.com/forums/topic.php?id=2724
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    With the new GS release (0.7.0) it is possible to add a rule in your game to save some attribute. Then there's the possibility to load these saved attribute. For example you can play a game with levels that unlock the next when completed and when you shut down your game and later restart it you will have them unlocked.

    http://gamesalad.com/wiki/behaviors_reference:save_attribute
    http://gamesalad.com/wiki/behaviors_reference:load_attribute
  • firemaplegamesfiremaplegames Member Posts: 3,211
    @rebump: Saving/Loading was introduced in the last release, 0.70. You can now save data and read it back into the game. This lets you save stats, levels completed, anything really. So when the player quits the game and comes back to it, it will remember where they left off. There are two new behaviors, Save Attribute and Load Attribute.
  • rebumprebump Member Posts: 1,058
    Oh, oh, oh...saving and loading attributes. I get it. I thought you were somehow saving and loading behaviors. I guess my thinking goes in certain directions at times. :-)
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