Should we use Timers?
JesusMyLove
Member Posts: 13
Hey everyone.
The game I wanna make is highly reliant on timers. Pretty much all my actors will use them. But I came across this post in the forums: Now I don't know what to do: http://forums.gamesalad.com/discussion/44707/timers-are-for-chumps-gs-optimization-tips/p1 Can someone please tell me what is the best practice to use? The normal add a "timer" behavior, use attributes as described in the post.
Thanks
- Dan
The game I wanna make is highly reliant on timers. Pretty much all my actors will use them. But I came across this post in the forums: Now I don't know what to do: http://forums.gamesalad.com/discussion/44707/timers-are-for-chumps-gs-optimization-tips/p1 Can someone please tell me what is the best practice to use? The normal add a "timer" behavior, use attributes as described in the post.
Thanks
- Dan
Best Answers
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TheGabfather Posts: 633How many Actors do you have? A few Timers probably wouldn't hurt.
But in case you want to make use of your lighter custom Timer, read page 5 of the link you provided. @tatiang's provided screenshots for you to follow, and that's the same method I've been using ever since I first read that thread.
It might seem a little confusing at first, but once you keep using it you get associated with it more, before you know it it'll be 2nd nature. -
gyroscope I am here.Posts: 6,598
Hi, I'd underline what @TheGabfather says, if you're not using many at the same time, the good ol' Timer isn't the "criminal" it's made out to be (and I wouldn't consider yourself a chump if you did use them).... except to say...over long periods, they do "slip" (but even then, only by a fraction of a second) - so if you need absolute accuracy over long periods (like a more scientific precision), then I'd recommend using the method for making your own in the link....""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
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tenrdrmer Posts: 9,934I use them all time. It's kinda like constrains and spawning and alcohol. Use with moderation and you'll be good to go.
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tenrdrmer Posts: 9,934I've actually used those devil behaviors constrain and/or spawns inside a time with pretty good success. but like what was said earlier unless you need sniper like precision (which is far less often than people will lead you to believe) timers are just fine.
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CodeMonster ACT, AustraliaPosts: 1,078Hey check out my game on the AppStore
https://itunes.apple.com/us/app/billybobs-adventures/id818325028?ls=1&mt=8
I use a lot of constrain attributes and a lot of timers in my game. And iv had a lot of people tell me and I myself notice the game runs quite well with no lag. -
jamie_c ImagineLabs.rocks Posts: 5,772I use constraints, timers and spawners often as well. I try to keep the overall use to a minimum but I've never experienced any slow downs yet.
Answers
Thanks. I'll use timers as I don't plan on having to many going off at the same.