how would I add SAVE to a drawing game??

jorkosjorkos Member, PRO Posts: 353
edited August 2013 in Working with GS (Mac)
Hey guys, I am adding a drawing feature to one of my games.....the drawing happens on a scene following the original INK drawing project file. I'm wondering how conceptually I would add a save feature for a drawing on a scene where I leave the scene and come back. The game spawns the drawing actors based on touch onto the scene. There can be hundreds and thousands of tiny actors that comprise the drawn image.

Any thoughts / ideas / concepts for how I might approach this would be really helpful. Thank you so much!

Comments

  • artfishartfish Member, PRO Posts: 369
    Save each point position to a table?
  • KevinCrossKevinCross London, UKMember Posts: 1,894
    I would go with the table approach too. You'd be able to store positions, colours and sizes of the actors but I'd imagine reading the table to load the image would be a nightmare. You can loop through tables in the nightly builds which would make it a lot easier.
  • jorkosjorkos Member, PRO Posts: 353
    Hey guys, I am adding a drawing feature to one of my games.....the drawing happens on a scene following the original INK drawing project file. I'm wondering how conceptually I would add a save feature for a drawing on a scene where I leave the scene and come back. The game spawns the drawing actors based on touch onto the scene. There can be hundreds and thousands of tiny actors that comprise the drawn image.

    Any thoughts / ideas / concepts for how I might approach this would be really helpful. Thank you so much!
  • SingleSparqSingleSparq Member Posts: 1,339
    You already have a forum thread on this exact thing. Don't duplicate threads.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    /merged
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    Switched category to 'Working with GameSalad'
  • ericzingelerericzingeler Member Posts: 334
    @jorkos

    Well, it can be done... but you're going to take a serious performance hit once you're in the hundreds of actors at once range... thousands will cause your game to run at snails pace if it doesn't crash before then.

    Unfortunate, there's not much we can do about this right now.
  • jorkosjorkos Member, PRO Posts: 353
    Sorry i had a duplicate thread guys. Thanks for the feedback......sounds like it can't really be done. Hmmmm
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