17 Scenes before level creation has even begun.. Is this normal? Will have 99 scenes when complete.

My game has 17 scenes already, and I've only got the menu stuff and level 1 so far.
Seeing as my game will have 27 levels, and each level requires 3 scenes, this means that my game will have 95 scenes, plus an additional 4 for other stuff I have planned, for a grand total of 99 scenes. Will this slow down the game's performance at all? Thank you! :)

Comments

  • JodyMitomaJodyMitoma Member Posts: 307
    edited May 2014

    Actually, I may be able to save 52 scenes IF it is possible to have the popup menu in front of each level (and the "level complete" one at the end, too) simply change a few values - the "Level X Complete" image, the "Best score's" value, and the "# of deaths" value. Is this possible to do for 27 different levels, with only 2 scenes?! :open_mouth:

    Edit: Oh hell ya! It is possible, isn't it.

      • If "level1" is "true", set image to "Level 1 Complete!"
      • If "level1" is "true", change value to "level1Highscore"
      • If "level1" is "true", change value to "level1Deaths"

    ...

    I may even be able to use TABLES for this stuff aye?
    Ah, now we're getting somewhere. ^_^

  • mataruamatarua Auckland, New ZealandMember Posts: 854

    You can have an actor do that for you, or a bunch of actors and don't need to change scenes at all, just do it in your level.

  • JodyMitomaJodyMitoma Member Posts: 307

    @matarua said:
    You can have an actor do that for you, or a bunch of actors and don't need to change scenes at all, just do it in your level.

    Is that right? I found it extremely easy to do using a "pause game" attribute, which allows you to pause the game, bringing up an overlaying scene.

  • mataruamatarua Auckland, New ZealandMember Posts: 854
    edited May 2014

    Yes but pause is for pausing the game really, sure you could use that scene for that but it is not the best case for it.

    What I do is have an actor that is the overlay for a level end.

    It slides into position and then spawns the data needed in a nice layout.

    There are no issues loading with this method and can I ask? Can a person pause your game?

  • JodyMitomaJodyMitoma Member Posts: 307

    @matarua said:

    There are no issues loading with this method and can I ask? Can a person pause your game?

    Yes, most definitely, I have a pause button, which when clicked, brings up a pause menu.
    I figured pausing everything at the beginning of the match was MUCH easier than having to manually make sure nothing moves at the beginning when the popup "Start level" screen shows, so I went ahead and used a pause game attribute. Hope this doesn't mess things up later?! It's still pausing the game, which it was intended to do, just at the very beginning and end of the level, that's all! :)

  • mataruamatarua Auckland, New ZealandMember Posts: 854

    @JodyMitoma‌ sorry had to go to bed as it was late.

    So if you look around the forums you might see people who make their own pause behaviour because they do not like the GS one.

    The Pause behaviour was discarding images from memory that were needed in the scene so that caused slowdowns and frame drops in unpausing - a bug which has since been fixed in the latest release.

    The main thing is for you if the pause behaviour ever gets changed in the way it is implemented it means it could corrupt your 52 levels.

    At the same time I will say if it works for you then that's fine - some things I did when I started, that worked, I have changed to be more efficient, correct logic etc. As I learn I am sure I will do that time and time again!

    Enjoy :)

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934

    only 1 scene runs at a time. it doesn't matter how many scenes your app has from a performance stand point. From a development efficiency standpoint obviously less is better in most cases.

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