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Author Topic: breakout clone mobile sprite game  (Read 974 times)

marco99

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breakout clone mobile sprite game
« on: February 10, 2022, 09:59:44 AM »
In my breakout clone game, I was using destroy but have changed to using disable the game object instead.

So anywhere I can manage myself I have chosen to use disable rather than using the destroy option.

I am using this style on the bricks within the game as they will be all onscreen at the start of the level.

Currently, I use only one prefab for shooting, but at some point, I will have to include the ball.
Speed Test https://vidmate.bid/
Given that the nature of the project is so simple should I be using a pooling system?

I've been away from playmaker for quite a while so it's like starting over.

I appreciate your advice and help
« Last Edit: June 06, 2022, 10:42:11 AM by marco99 »

djaydino

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Re: breakout clone mobile sprite game
« Reply #1 on: February 11, 2022, 09:37:33 AM »
Hi.
If you reuse items then its better to use pooling.

but for example you only use 1 ball you can just disable/enable
as long as you don't use Create/destroy during gameplay.

A pooling system will populate its list of objects (Create, so you should do this when you start loading your scene)
Then it will disable those objects.
and it will enable when you spawn and disable when you despawn.

if you reuse a lot of blocks, you could build your levels using pooling as well.
Then have the pools from your blocks not destroyed which could decrease loading time for levels.