What do you guys and gals do with the free space when ad banners are removed?
gfb08174
Member, PRO Posts: 69
One of the games I'm working on allows players to remove ad banners through an in-app purchase.
Removing ads frees up screen real estate which I could use to space my actors out a little, since a chunk of unused space looks awkward. I've got some static actors (menu button, coins, lives, etc) which could fill that space up, but the "move to" behavior isn't cutting it for me. Seeing all the actors settle in to a particular spot when each scene fires up looks a little goofy.
Have you found a better solution instead of the "move to" behavior?
What do you guys do with the free space?
Comments
I just leave it. It usually sits in my field of play anyway so the player wants to remove it.
You don't want to be using "move to" for the task. Jus use the "change attribute" behaviour it will do it that quick, you won't see it move.
If you do want to see it move for any reason. Then us the interpolate behaviour set to 0.1 or 0.2.
Hope this helps.
@gingagaming now that's what I'm talking about. Thank you.
Is there a way I can move an entire set of actors now that the banner is gone, or do I have to do it one by one?
Do it in one, then you should be able to copy the behavior to the rest of the actors (slightly tweaking numbers as needed).
Would this look something like this?
Example:
Set a game boolean attribute AdsRemoved.
If remove ads is purchased, then set game.AdsRemoved to true.
If AdsRemoved = true
change attribute self.position.x to 200
Also, could you spawn an actor as well as repositioning?