Actors vs Images

For situations like a scene select, with stars and all for each level, is better to use each actor for each star, or image level changed when collect more stars or take more points?

Comments

  • mrpacogpmrpacogp Member Posts: 400
    I think my english is too low
  • ChakkuChakku Member Posts: 1,513
    @mrpacogp

    I'm using a single image

    Hope this helps
    Chakku
  • mrpacogpmrpacogp Member Posts: 400
    What i want to say is:
    1.- 1 actor change for 4 images in 4 situations.
    2.- 4 actors for 4 situations.
    Best is 1 really?
  • gamesfuagamesfua Member Posts: 723
    I think it comes down to preference and testing. Test performance both ways and see whats faster and more device friendly. Personally i just use one actor image. Give you an example. I have an energy bar that displays three hearts. Well really its just 3 images of the entire health bar. Each image displays 3 hearts, then 2 hearts and then 1 heart. An attribute and its rule tells the image which image to display. So if my health integer attribute is a 3, then i display the graphic of 3. If its 2 then the rule says show the graphic of 2 hearts- and so on.
    Personally i just find it easier to manage instead of creating three separate actors and all of the rules to turn them visible or invisible, etc.
    Again its all just preference.
  • mrpacogpmrpacogp Member Posts: 400
    edited January 2013
    I think i`m losing my time because all of this is because my game lower to 30fps when i change mode to retina on xcode viewer.
    WHY the same project get 60fps on iphone and 30fps on iPhone retina?!?!?!!!11
  • mrpacogpmrpacogp Member Posts: 400
    Another think i just have tested.
    1 actor 534x480 (i know its recommended 512,256....) with one image 534x480 = 60fps
    1 actor 1x480 using tile horizontal, x 534 = 30fps

    Well? what the hell?
  • ElfizmElfizm Member Posts: 489
    Well if it matters or not but i try use images instead of making more actors. Just easier and tidier for me.

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