I figured out how to not have the Loading wheel in our published games

GraphicWarehouseGraphicWarehouse Member Posts: 927
edited December 2011 in Working with GS (Mac)
If you only have 1 scene in your game but you need more just make your scene bigger then make a controller that changes the camera position so it looks like the scene is being changed but really is just changing the camera position to where your next scene is so the loading wheel will never show up just like xcode games

`edited title to not confuse people`

Comments

  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    I figured out how to not have the spinning wheel of death in our published games sorry
  • POMPOM Member Posts: 2,599
    Loading wheel is not the spinning wheel of death so please don't confuse people.
    What you suggested is to put multiple menus in one scene and jump the camera position instead of changing scenes.
    This is a known method and it's great, just keep your eyes on performance and RAM cause too much data in one scene can cause longer loading time and even crashes..

    Good luck with your project.

    Roy
  • ChobbifaceChobbiface PRO Posts: 491
    I was getting excited as well....;)
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    @P-O-M The point is it makes gs games look bad so this is a way to take it out
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Haha - spinning wheel of death! I'm going to call it that from now on. Brilliant.
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    so am i helping anybody
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    @Digi-Chain thats what my friends at school call it
  • SingleSparqSingleSparq Member Posts: 1,339
    Yes used this method in Suburban Grand prix for Track select and worked well.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Like POM said. the spinning wheel of death is what happens to the creator right be fore it crashes. lets not confuse people. And I have seen many people try this type of thing in the past. only some are successful because it only works for certain types of games than are not packed full of assets in each scene.
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