On collision, move to another layer...? Possible?

PixelPunPixelPun Member Posts: 324
edited November -1 in Working with GS (Mac)
one problem holding my game up. Slow down from spawning and destroying. I have tried other ways to do this but I can't seem to iron this out. My thought is that after the colision happens the actor instead of spawning an actor to emit the particles then destroy itself, the actor instead moves to another layer and becomes invisible and then emits the explosion particles... Is this possible? If So how can this be accomplished?

Thanks
Rob

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Not as you have it described. You could place an invisible actor in the top layer you want the particls that is assigned to follow you "real" actors position and through attribute trigger the particles in the invisible actor based on the collide of the actor in a lower layer.

    Hope that makes sense

    __________________________________________________________________
    AppSolute Entertainment on Facebook
  • frariofrario Member Posts: 164
    Spawn less and use an animation perhaps?

    I'm not trying to self advertise (or maybe yes :D), but try the blood splatter effect in my game:
    http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=415738268&mt=8&ign-mpt=uo=6

    It's free now until the 4th so at least I'm not telling you for money.
  • PixelPunPixelPun Member Posts: 324
    Yeah... This is a tough one for me because I am somewhat if a profectionist and at the same time I really want this game done... Lol what I have now looks great but the slow down is something that I couldn't put out there to sell..

    Is it possible on collision to remove the ability to collide? Then make it invisible?
Sign In or Register to comment.