How easy, all game scenes into one?

KillerPenguinStudiosKillerPenguinStudios Member Posts: 1,291
edited February 2012 in Working with GS (Mac)
Hello all,
I currently have a game out in the app store that was done in GameSalad. I have just recently seen that I am able to build basically the whole game into one scene. How difficult would it be to go from about 13-15 scenes down to 1? I am trying to cut the loading time out because it does take about 5-20 seconds to start the level. i also wanna know if by doing this, if it will effect how things in the game interact such os going to level cleared screen after completing the level and if it will mess up how things interact with one another, how bad might it do so? Thanks in advance!

Thanks,
killerpenguins

Comments

  • POMPOM Member Posts: 2,599
    edited February 2012
    It is possible to put multiple scenes into 1 , and very recommended for Menu scenes ..
    However , I don't recommend putting 15 gameplay scenes into 1 , firstly , your performance will drop insanely , just because all the "none active" actors are in that scene takes up ram and cpu power , second , it will be impossible to maintain the game for minor changes and future updates ..

    My game Spin The Nut has 132 scenes in it and it runs fine ..
    If your loading times are too big , once you finish your project , dedicate 7-14 days for optimization ! and reduce those loading times .

    P.S.
    I don't know what your game style is , but you might want to take a look at this video from TSB :
    http://gshelper.com/?p=442

    Good luck
    Roy.
  • MotherHooseMotherHoose Member Posts: 2,456
    @killerpenguins … probably easier than you think!

    my first game was done with one scene (sometimes GS is easier for newbies than oldies!) … as I didn't see why I would need scenes!

    need a flow index-type gameAttribute to control every actor… level#
    and all your actors will display according to that numberValue
    make as many genericPrototypes
    EX: genericPrototype Background (actually I always have all BGs as one actor)
    Rule: when
    Attribute: game.level# = 1
    --changeAttribute: self.Image To: 1.png
    (if you number you bg image for import, this is easier as only one rule:
    Rule: when
    Attribute: game.level# > 0
    --changeAttribute: self.Image To: game.level#.png)

    love TSB's use of tables for all levels/one scene at gshelper.com
    also while you are there … checkout the Labels in Tables one

    think that if you have a menuSystem you might want 2 scenes

    and, remember some little things: … your logo can changeAttribute: self.Image To: title.png and change the W,H

    @};- MH
  • ozboybrianozboybrian PRO Posts: 2,102
    I'm trying with my current game and it's Jam Packed and runs fine.
    But i've had games that had bugger all and ran horribly.
    You just have to test the fps often see what direction the games performance is going.

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  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Yeh all depends on what type of game you're making. I personally like to keep all my menu screens etc in 1 scene and then the levels as separate scenes. As Roy said, it makes it a lot easier for updates!
  • Fabri DamazioFabri Damazio Member Posts: 97
    All game in one scene is good but depends of the game type.
    Our new game have all 45 levels in just one scene because the game let us do this without performance issues.

    The basic for all levels in one scene is:

    - A table with all the informations that u will need on the level (ex: level number, difficult, helth, etc)
    - Actors that will manage the table informations (ex: object to read the player's health on table).
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