Gauntlet style game

ChiselbrainChiselbrain Member Posts: 25
edited February 2012 in Working with GS (Mac)
Just messing around killing time making an Atari Gauntlet style test. Man, how would you do this without killing performance? You have to have a huge scene, an actor for every wall block and a spawner that could essentially fill you unwalled space up with spawned actors?

Comments

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited February 2012
    @chiselbrain Maybe you could use tables to help generate the maps? But if you're planning on having loads of stuff happening on screen at the same... yeah performance might not be great.

    But you could prob make something decent as long as you test on a device as you go along.

    Edit: whatever rules you have for enemy movement - if you only have them trigger when visible - that would help on performance.
    Also you could reuse actors a lot. So if there were a group of enemies in the top left of the map, and bottom right - reuse the same actors as you wouldn't see both groups at the same time.

    Here's the game we're talking about for those who never played it


  • 3xL3xL Member Posts: 676
    This should be possible without killing performance. Optimize the hell out of it
  • bloomerbloomer Member Posts: 53
    edited February 2012
    One thing: you don't need an actor for every wall sqaure on the map. You can drag one actor out to be 1 square high and 30 squares long, or 10 high and 10 long, for instance, and set a graphic on it with the 'tiled' style. The graphic will repeat and fill the whole area.

    Since tables came to GS, lots of people are trying to do things like generate levels from tables with a 1 table cell = 1 game map square translation, but you can get more efficient use of your actors by avoiding the 1 to 1 ratio. This involves manually and carefully placing these 'multi-square' actors on your levels. Maybe there's a way to create shorthand codes in a table which would generate multi-square actors for you after interpretation, but I haven't looked into the possibility of that deeply.
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