Too many scenes
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The other day I read that having too many scenes in your project is not a good thing. Not quite sure if this true, but I always thought the amount of actors and how much code is involved are the primarily factors to consider when it comes to your game's performance.
Anyone?
Anyone?
Comments
Performance is excellent in terms of fps and loading times so you don't have to worry about that.
The only thing you should really worry is the performance of the Creator, with so many scenes it will lag a lot. With my heavily fragmented almost full iMac it takes about 6/7 minutes to just open the project, so you should consider having a clean dedicated machine to work with it (with my clean MacBook Pro it takes about 1 minute to open the project).
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【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
Free GS demo: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid
I guess I don't have to worry about that anymore, thanks for your input.
230 scenes, just out of curiosity, if you don't mind me asking how many actors do you have since you have a hell of a lot of scenes?
Thanks again.
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【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
Free GS demo: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid
Speaking of unlocking those actors, why is it better to keep those actors locked? I often wonder that.
1. Speed up developing time. Take the situation where you have 100 scenes and in each one you have the same actor that you have unlocked to modify a value. Then while testing you find a bug in that actor and to correct it you need to open every unlocked instance of the actor to modify a rule, and that could be really frustrating. Obviously there are some situations where your only option is to unlock the whole actor but that should always be your last resource.
2. Keep project size down. In GS almost all the game is kept in .xml files. Usually in a scene file there are only the X and Y positions of the actors. If you unlock the actor every single rule of that actor will be duplicated from the actor file to the scene one, and in case your actor is full with rules it may result in a scene size 10 times the original one. Multiply that for 100 scenes and those few KB become a lot more. I've worked on projects that after some optimizations of the unlocked actors lost nearly 1 MB.
________________________________
【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
Free GS demo: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid
Good luck with your project.