e.g 500 levels posible?

MoebiusMoebius Member Posts: 194
edited January 2012 in Working with GS (Mac)
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

Comments

  • ozboybrianozboybrian PRO Posts: 2,102
    edited January 2012
    1,000,000,000,000,000,000

    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)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Support Fabled Apps! :D

    Please LIKE Fabled Apps on Facebook.

    Please Subscribe to Fabled Apps on YouTube.

    Please Follow Fabled Apps on Twitter!
  • MoebiusMoebius Member Posts: 194
    wouldn't it crash or anything? i mean which is the average so it wouldn't become laggy or doesn't take extretemly a lot :P?
  • ozboybrianozboybrian PRO Posts: 2,102
    Why would it crash? It's reloading every time you change the level. ;)
    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! :)>-
  • MoebiusMoebius Member Posts: 194
    right that's the point 500 lvls wouldn't it be great :D?
    is like a step further to the competition >:D<
  • CloudsClouds Member Posts: 1,599
    "is like a step further to the competition

    [gets to work on level 501 of SuperKongBalls3D™]
  • calvin9403calvin9403 Member Posts: 3,186
    I remember there is a game on the app store call blue block or somethings has more then 25000 levels

    500 will be ok, but make sure you don't make your file to big out of that

  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    It is possible and you don't have to worry about the startup loading time for your game since it is linked only to the first scene.

    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.


    ________________________________
    【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
    Free GS demos: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    @MarkOnTheIron Aetherium II is one of my favorite games but It was so hard to find in the app store you should put some commonly searched tags on it
  • MoebiusMoebius Member Posts: 194
    ok so putting 500 levels , wouldn't decrease the performance? just the creator which would get laggy?
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Yes probably you will have problems only with the creator. I said probably because I've never published a game with so many scenes like you're trying to do (and I think no one did in GS to my knowledge). But to return to my game as an example I didn't notice any increase in loading time after merging all the scenes together.

    Good luck with your game.
  • hotMagichotMagic Member, PRO Posts: 266
    We are finishing our game which has 60 playable levels, and after you factor in all of the menus and stand-by levels that we havent cut yet, we have about 80.

    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.
  • calvin9403calvin9403 Member Posts: 3,186
    Upgrade to 8 if the Mac can

    Ram is cheap(at least here) you cnan get two 4G ram for less then $40

Sign In or Register to comment.