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Senior Member
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Senior Member
Picking up right where I left off in Evo. I hit a barrier with framerate issues on my last attempt at this skill game, so I'm doing as much as I can to optimize for performance this time.
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Trials Developer
Looking promisingly mysterious
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Senior Member
If you want to try out the game this is based on, it's going to be similar to the Marathon Mode from a freeware game called Marble Crazy.
I've got the controls working nicely.

It looks like a cluttered mess in the editor, but it's actually quite organized (in an Excel spreadsheet. lol)

Since the programming tools don't allow you to return to the caller after executing a function, I made my own "Call" and "Return" functions using switch filters, and assigned unique numbers to the methods in all of my functions. Then I can just call a sequence of methods from a list of numbers stored in one row of a 2d array. Each row in the array corresponds to a different event, like "Initialize Round," "Move Cursor," etc.
It makes it super easy to make changes, it prevents code duplication, and the performance impact is negligible (as long as I'm not trying to iterate through the Call/Return functions in the middle of a fast loop or something). With my current setup, I don't think I'll really need the "Return" function, though, because everything returns to the same place, the "NextMethod" method of my "Event" function.
Also, I placed everything that's connected to the Call/Return functions onto its own layer. That way I can just hide the "CallReturn" layer when I'm not working on it, and it gets rid of most of the visual clutter.
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Senior Member
can't wait for a fun skillgame on pc