League of Evil's Replay Ghosts- Are they possible in GameSalad?

ChakkuChakku Member Posts: 1,513
edited December 2012 in Working with GS (Mac)
Hey guys,

I'm making my game, and I've tried to include a ghost feature, like the one in League of Evil. If you haven't played League of Evil, and don't know what I'm talking about, slide to ****18:10**** on this video below, which will show the guy dying a few times and the ghosts that mimic what happened on the next try.




And if you have an iPod, iPhone, or iPad, you can play by downloading it from here https://itunes.apple.com/us/app/league-of-evil-lite/id412165223?mt=8 (its free)

I don't think it's possible with GameSalad, but there are lot of things I thought impossible and have learned are possible.

If it makes a difference, I DONT have any animations like the ghosts from League of Evil do, and I don't need to signal their death either.

I appreciate your replies.

Thanks
Chakku :)

Comments

  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    edited December 2012
    It is possible with tables. You need to save your hero's positions X and Y to separate table cells, every second or something like that. Then make a new actor move to the first X, and Y, then to the second position, etc.
  • ChakkuChakku Member Posts: 1,513
    @TheMoonwalls

    Yes, I did think of that, but every second does not look smooth, so I thought of every 1/2 seconds....but I'm trying to use it in a survival type way where I'll ave to record it for a looong time, so I thought it may lag after a while.

    If I was to record an X and Y every 0.5 seconds for 30 mins, would the game lag, do you think?

    And do you think that there is an alternative method, or is this the only way?

    Thanks for replying
    Chakku :)
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    Here is a tshirtbooth video that explains how to record player XY positions (and a demo file). I found this very helpful when he introduced the idea. It can record actor positions for a pretty long time!

    http://gshelper.com/?p=1448
  • SocksSocks London, UK.Member Posts: 12,822
    Yes, I did think of that, but every second does not look smooth
    Did you try interpolating between each value ?
    If I was to record an X and Y every 0.5 seconds for 30 mins, would the game lag, do you think?
    7,200 values, as they are just numbers it shouldn't be to much of a strain - but you might want to run a few tests before attempting it.

    Would a player really want to watch half an hour of his last game ? How about just recording the last 1 or 2 minutes, so constantly overwriting the values being recorded ?
  • ChakkuChakku Member Posts: 1,513
    edited December 2012
    Yes, I did think of that, but every second does not look smooth
    Did you try interpolating between each value ?
    If I was to record an X and Y every 0.5 seconds for 30 mins, would the game lag, do you think?
    7,200 values, as they are just numbers it shouldn't be to much of a strain - but you might want to run a few tests before attempting it.

    Would a player really want to watch half an hour of his last game ? How about just recording the last 1 or 2 minutes, so constantly overwriting the values being recorded ?
    @Socks

    He's not really watching himself; he's trying to replay for a better time, while watching his best run at 0.3 Alpha, as in it's time trial.

    And I haven't actually tried it yet, but I assumed that if I'm continuously saving many attributes PER SECOND, and the player goes for 30 mins (trust me,if I do go Pro, the GameCenter Leaderboards will be a lot more than just 1/2 an hour ;) ), that it would soon lag after not too long, especially on an older device a user may be using.

    Really appreciate your input @Socks :)

    I will try it tomorrow and keep this updated on whether it can work that way.

    Chakku :)
  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2012


    He's not really watching himself; he's trying to replay for a better time, while watching his best run at 0.3 Alpha, as in it's time trial.
    Ah! I see, of course, yes that makes sense, a ghost mode so you can race the current high score on screen.
    I haven't actually tried it yet, but I assumed that if I'm continuously saving many attributes PER SECOND, and the player goes for 30 mins . .
    I can't see where the system strain would come from ? A couple of attributes a second is nothing . . you say that after not too long a lag would show itself, but all those attributes aren't being used, only stored, and 7,200 of anything in text form is still not much, much less than a single song or large image when it comes to storage.

    Of course I've tested none of this so this is all guess work, but I can't really see where the processor or RAM over heads are in this kind of set up ?
  • ChakkuChakku Member Posts: 1,513
    edited December 2012


    I can't see where the system strain would come from ? A couple of attributes a second is nothing . . you say that after not too long a lag would show itself, but all those attributes aren't being used, only stored, and 7,200 of anything in text form is still not much, much less than a single song or large image when it comes to storage.

    Of course I've tested none of this so this is all guess work, but I can't really see where the processor or RAM over heads are in this kind of set up ?




    @Socks

    Yes, I do agree. I too was guessing when I said it may lag, will see tomorrow, but you could (hopefully!) be right.

    And, as always, I thank you for your input.

    Chakku :)
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited December 2012
    Seems to work pretty well. I'm not willing to test it for 30 minutes, but I did hang in there for one minute. :P

    One thing that's going to be tricky is coding in the direction the ghost actor is facing based on the current and previous x/y values. Shouldn't be too hard, though.

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