Things to think about ...

beefy_clyrobeefy_clyro Member Posts: 5,394
edited November -1 in Working with GS (Mac)
Hi. Im thinking of doing a falling game, what things would be helpful to bear in mind? i.e. Do you have a really long scene? or do you wrap it? Any pointers from people who have done one would be most appreciated.

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I would wrap it so that you can spawn random platforms bad guys power-ups etc. This way you don't have to build a bunch of scenes to get the replayability factor.
  • JackBQuickJackBQuick Member Posts: 524
    I haven't done a scene such as this but your question got me thinking. Let me declare right off that I'm new to Gamesalad (and programming, for that matter) but maybe someone more experienced can comment on the viability of this suggestion.

    You could have a stationary blue blackground and have objects in the foreground -- birds, clouds, airplanes, etc. -- spawned just outside the bottom edge of the scene, move upward, and be destroyed after they breach the top. Visually, this simulates the action of falling.

    However, the downside to this may be memory problems from spawning a lot of actors.

    I'll love to hear what others think about this.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    i think the idea then is to have a background i.e. sky wrap from bottom to top, have a stationary layer like a hud which contains your actors and then just spawn other 'enemy' actors which have moving rules going up so it looks your falling. you could then have an actor destroying all the avoided actors just off screen. im sure it will all come very clear as soon as i start playing with it, im just working on a few other things at the mo and its a new idea i've thought of so just wanted to think about logistics. In regards to spawning actors, in this kind if game you wouldnt have too many on screen at once and they wont be very complex and will also be destroyed pretty quickly so i've got no worries there.
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