Different Character Costumes - Do they all need to be on the same actor?

debugdesigndebugdesign Member Posts: 886
edited December 2011 in Working with GS (Mac)
I have a main character I am working on (using Deep Blue Apps Jetpack template) which will have different costumes you can unlock.

- Do I have to put all costumes & animations on the main player actor?
- Will this make that actor really slow to reload on restart

What is the best way to deal with this.

Cheers

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Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    edited December 2011
    I would make an integer ID and use 0 for normal 1, 2, 3 etc for others and then simply make a rule in the main actor if ID = 0 animation, change images etc then in otherwise do if ID=1 etc etc.

    I would un-check preload art on everything tbh, i used our FREE PreLoad tool on my last game as i forgot to do this as i was building as it goes through your whole project in seconds.

    Darren.

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  • beefy_clyrobeefy_clyro Member Posts: 5,394
    2 ways you can go about it;

    1. When costumes are unlocked and chosen you change a global attribute. Then in your main character actor, if game.costume = 1, change image to xxxx and animate when touch xxxxx etc etc. If game.costume = 2, change image to yyyyy and animate when yyyyy etc etc

    2. Have a separate character for each with the relevant animations. Upon starting a level have an actor that references the global attribute for costume and then spawn the correct way one at the start.

    One little spawn like that won't hurt performance but me personally, i always load things like this into the 1 actor.
  • debugdesigndebugdesign Member Posts: 886
    Thanks guys - I will give it a go...

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    Game Graphics For Budding Game Developers 50% off - http://www.graphic-buffet.com
    Game Portfolio of Debug Design - http://www.koocachoo.co.uk
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