Set attributes for 100 levels on one actor..

okimokiokimoki Member Posts: 159
edited November -1 in Working with GS (Mac)
I have a game that is one scene, it's just 4 actors spawning enemies.. They use global attributes like spawn rate, speed, type of enemies etc..
Is it ok to have one actor in the scene that has rules like: if WAVE=1 set attributes to something, if WAVE=2 set to something else.. If WAVE=100 set to some ridiculous values nobody can beat :) so.. I wanna set 100 rules on one actor.. Is that ok or is that, in GS world, some enormous stress on process and memory?? Shouldn't be but I would rather check in advance :)

Comments

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Itshouldnt be, but it does make editing that actor painful. I've got 100 levels in my game, and instead of putting all level changes in one actor, I have 10 actors with 10 rules each. It makes maintaining those rules so much easier
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I've done it, works fine but the memory leak makes it a bugger to open up, takes ages

    Ace
  • okimokiokimoki Member Posts: 159
    Oh, so the main problem is the editor, not the game itself, i get it..
    i'll try to be smart about it :)
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Or in some cases you can just use one actor and one rule to increase the difficulty.

    For example let's say that when the wave increase it also increase the speed of the enemy. I think you can use a mathematical formula using the wave number to achieve that: Change attribute self.LinearVelocityX to 10*(game.Wave/2)

    With this method you can change a lot of other attributes like hit points, speed, time, damage, etc...

    The hard part is figuring out the correct formula to get what you need, but it usually doesn't take to much time.

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