game-time updates instead of constraints?
themagicbox
Member, PRO Posts: 82
hi there, i wanted to know if instead of constraining the position of an actor to another...would using a gametime rule be better on the processing...for example when the scene starts set start.game.time to game.clock.milliseconds. i would but a rule to update the position of the actor to be constrained according the actor its "following" about 4 times a second...would this reduce performance issues that constraints could cause?
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Drag the white square around and you can see the difference:
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I've even working on this for a while and I'm in the middle of changing the destroy behaviors to just move off screen hoping that will help...but I'm still worried about some levels that have like 10 or more actors falling at the same time...I REAALLY want to make this game and was so enthusiastic when I started but as soon as I started testing it was like my dreams were crushed hahahah....if the removal of destroy behaviors doesn't help I don't know what else to do....
I'm NOT opposed to learning how to do this with tables but it's just hard for me to wrap my head around it without a detailed explanation which I have not web able to find anywhere
There's a template for bejeweled games and I downloaded it...it's what're closest to what I would need but I dont need actors to spawn on top when some are destroyed....I feel like the that may be important to the whole code ad it's not just a behaviour I can delete to not spawn on top....also te matching concept confuses me....I dont undrstand how to track actors positions with the tables as well as check for matching blocks...Also how do the blocks know how far down to go? Are all the possible positions on the grid reference from somewhere?
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