Delete gamesalad account1/1/2024 We get around 70-80 downloads a day, for a total of around 11,000 total installs. With purely interstitial ads via Chartboost and grassroots marketing, we've made around $120 with two apps over 6 months (aka not too much). then instead of typing "100" you direct that field to your "game speed" variable.I'm with Narlix, we're a small indie games company that has worked mainly via Gamesalad so far. instead you make a global variable and call it "game speed". rather than typing in "100" as your game speed and that being permanent. The way you should be able to control the change of speed over time is to make the speed value a variable. This is pretty simple, but also a very important concept that will apply to many other things. because now you have to not just make something appear, but you have to be sure you come up with a smart way to track the id of each pooled object so you can logically say. Either way pooling is a good idea, but it is more work. pooling is great, but it does add an extra layer of work for the developer unless you use some kind of pooling manager (if one exists, i don't know) that someone else created. so nothing is ever created or destroyed (both taking extra cpu power and memory) simply moving things around in the same game space all the time. then as needed the game simply moves those objects on the screen as needed and when not needed they go back to some space off screen. by pooling you start the game and create the needed tiles. but what happens to the pieces that leave the screen? even if you create some rule to destroy them that doesn't always mean that you get all that memory back without a "garbage collector" which often mobile games lack plus a garbage collector also can take precious CPU cycles. one approach would simply be to spawn new road up ahead and have it come on the screen forever. so for example with our tiling racing game discussion. this saves on cpu and memory which is really important for mobile devices where performance and memory are relatively limited compared to a console or desktop. Pooling is an approach where at the start of your game you create all of the pieces you need in a game. While Jean is definitely a guru on this endless scrolling stuff, I can share a little about pooling and how to adjust speed in general. That's the type of mechanism that can be used to detect when player looses. also, I have implemented a simple trigger underneath the road to detect when the cube will fall off the road and restart the scene. THIS IS CRITICIAL to clean up, otherwise this will leak memory and eventually lead to crash if your play time is long ( you will end up with hundreds of road block, with 99% of it invisible to the camera) I used this technic to delete previous blocks not visible to the camera anymore. The easiest solution it to maintain a trigger ahead of the camera that would detect when there is no more road. I use this modulo to trigger the next road block creation. modulo operator: as the scene is moving forward, knowing road blocks are 10 units long, I maintain a modulo float that range from 0 to 10 as it moves, which means I always know where I am within the last road block ahead ( 0 at the very beginning, 10 at the very end). This sample use two types of system to detect when to trigger an action as the road is moving. Here this is just a sample to show you the basic logics behind creation and management of endless roads and the likes. WARNING: for efficiency, you might find that using a pool manager will give you better performances, especially on mobile. This is the basic logic, you will have to handle the creation of road items. Ok, I created a working sample for this type of game. I just don't know how to translate that kind of logic to appropriate actions with Playmaker in Unity. then when either object reaches a certain negative Y position (game is moving vertical) the object would instantly be placed at the top of the screen. these tiles would be told to move at that speed in a certain direction. each would have a "move" behavior that has a variable for spees. I see a number of move actions, but i find them all to be really iffy as the "right" way to get an object to move at a consistent speed. but i'll cross that bridge when i get to it. for now a perfectly flat 2d plane would be fine, but of course eventually having terrain would be ideal. the game would actually be fairly stationary, but i need to create the illusion of movement by having the ground scroll seamlessly. like a 3rd person camera following a car. I'm looking to create a game that would deal with a hovering camera over a moving 2d plane below.
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