e.g 500 levels posible?
just wondering how many levels would be able o create gamesalad without getting all laggy so it can get a good performance?
i.e in my case iam making a game similar to doodke destroy, zombie drop an such how many levels do you think it can stand?
PS: 500 is just an example :P
i.e in my case iam making a game similar to doodke destroy, zombie drop an such how many levels do you think it can stand?
PS: 500 is just an example :P
Comments
So long as their in different scenes I think the only thing that gets effected is the original load time when you turn the game on.
(and that's more so in relation to how many actors you have)
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It's not storing all the data in the one scene and building up. It's like it's refreshing.
Especially if you're smart about it and use the same actors on each level. (Check out TSBs demo about using templates to have all your scenes in the one scene)
If it can cause a game to become laggy i'm not sure.
500 levels of jam packed fun would be a great selling point though!
is like a step further to the competition >:D<
[gets to work on level 501 of SuperKongBalls3D™]
500 will be ok, but make sure you don't make your file to big out of that
The only problem you will have is with the creator. After 100 scenes it became slow and when you open the project you will probably wait 3/6 minutes and depending on your computer it could take longer.
If you really want to do 500 levels I suggest you to check Tshirtbooth site he has a video that shows the potential to make hundreds of levels on one scene using tables. Another alternative is to build your game in different projects and then merge them together, that's what I did with my game Aetherium II that has 200 levels.
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Good luck with your game.
Creator will run slowly, but not bad. We found it's more based on amount of variables than scenes. We do high score and progression for every level. And even with the new handy tables, you need a variable for all the high score stuff since it has to save.
HOWEVER, we switched to doing progression (three star system) in a single string, and it REALLY REALLY REALLY sped up creator. Im talking like it saved us MINUTES for opening a level. That's because this allowed us to kill 59 variables.
So until there are two-way arrays, I wouldnt bother with tracking a high score for each level. And up-front, start thinking of ways to use tables for read-only data to keep variables low.
Another note: We use 2008 macbooks and now we have an iMac. RAM at like 4 gb seems to help what I said above. When we had 2, it was really slow.
Ram is cheap(at least here) you cnan get two 4G ram for less then $40