Many sheets and folders in a project

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Post » Thu Feb 27, 2014 12:41 pm

While @nimos100 might have posted good advice, I don't believe any of it will have any measurable effect on performance.

For a pretty much exhaustive list of the things that can actually have a measurable impact on performance, see Performance Tips. Things not on that list are generally ignorable for performance.
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Post » Thu Feb 27, 2014 12:47 pm

I Know than folders and subfolders haven´t impact in performance, but what happen with sheets?... example now I am working in a game will have 30 scenes/levels. I am working with: Functions sheet, Variables sheet, Controls sheet, Bug sheet, quick reference function sheet and a lot of more...plus 30 SCENES sheet!!!! thats a lot of sheets... or I can use only one sheet for all scenes???

I know Guizmus said that if you works fine you include only what you need where you need (CPU friendly) but I am a n00b already... so I don't know if I must works with decens of sheets lol


Organizing sheets sounds really easy, but it can actual cause some problems, since its not uncommon that events/functions involved several things, so where should they go, or should you make a new sheet etc.

The way I would do it, is to think about key elements or functionalities of your game. And turn these into event sheets.
I wouldn't add a event sheet for every scene/level in a game, unless there are significant changes between them. Like level 1 is a platform game, and level 2 is a top-down shooter etc. Otherwise you might actually make several functions that do the same.

Instead I would do something like this, it does of course depend on the game you are making.

1. Game menu
Will handle everything that have to do with the main menu of the game. Maybe not all the functionalities, but the initial settings. Like making sure that variable that should be reset are so, that rogue objects gets removed. Access to Load game so the player might only be able to press this button if there actually is a save game to load. Open game settings and exit the game.

2. Game
Will handle stuff that have to do with the general things that have to do when the player have started the game. This can be pause game, buttons that are on the game area. etc.

3. Game functions
Could add Hud updating here.

4. Player controls
Will take care of player controls.

5. Player functions
This can be functions such as reducing player health, player death.

6. Enemy AI
Will handle enemy movement.

7. Enemy functions
Same as player functions, except that its for enemies.

8. Sound
Handles sounds.

9. Money / Score
If you use a advanced system, that would require converting money etc. It can be useful.

10. Map generator
Will handle generating maps.

11. Map functions
If you need to manipulate the map, like destroying something etc.

So instead of using 30 sheets for 30 levels, you will make use of several different sheets included into the game sheet. Since all 30 levels use some kind of the same things, like enemies, player etc. These are included, so your actual game area might have 8-9 sheets included.

That's what Guizmus meant, since there are not reason to include the game menu into the actually game area, if the player shouldn't be able to start a new game from here or include it into the enemy sheet, as it have nothing to do with enemies.

But yeah there will be a lot of sheets, but it doesn't really matter, if they are organized so you can quickly find what you need, it will be a lot better, that messy sheets, with no comments, no groups etc. Where you will loose overview at some point :D
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Post » Thu Feb 27, 2014 12:49 pm

Ashley wrote:While @nimos100 might have posted good advice, I don't believe any of it will have any measurable effect on performance.


Ohh...my post have nothing to do with performance, its was solely meant for organization of projects. Think I missed that part from the OP :)
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Post » Thu Feb 27, 2014 12:51 pm

@nimos100 Still great piece of advice for any new developer. This isn't restricted to C2, it's great coding practice and will save a lot of time to anyone going for anything big. And for the experts, it's also a good reminder !
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Post » Fri Feb 28, 2014 7:43 am

Ashley wrote:While @nimos100 might have posted good advice, I don't believe any of it will have any measurable effect on performance.

For a pretty much exhaustive list of the things that can actually have a measurable impact on performance, see Performance Tips. Things not on that list are generally ignorable for performance.



@Ashley thanks for the link! ;)

@nimos100 nice!! I am implementing in my current project many things you said here. Now I am more relax about how to approach to the work. Really great!!! Thanks very much!! :D
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