Game Design on Proxy Collections

Hello, i’m starting to develop on Defold from 1 week, it’s a very good Engine!
I want to create a pixel art MMORPG, with classic dungeon maps/cities and fields and relatives mobs.

I have already designed 31 themed fields and cities in tiled.

What is the best solution for organize the game in terms of performance and memory management?

I know that i can create a controller object, and i need to have at least 31 collection proxies (1 for every map) with a script controller managing the changes…

It isnt a bad design? There is a common method to generate at runtime my maps?
Or is better to have all these proxies?

Thanks for help

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If the maps are fairly sizable proxies are perfect.

That means if i have big maps the proxy design is better than a file based tilemap generator?

That depends on the total size of your maps. If each is heavy on textures, for instance.

Hey there,

I’m trying to look for the first time into proxies as well (after having implemented most of my mechanics - bad idea!) and i’m having a hard time putting thing in the right place.

Do you guys have a handy example of proxy usage? I don’t think the manual example is available for download (or am i missing something?)

Thanks in advance!

Here’s an example of a controller script that loads and unloads a menu and a “game” using collection proxies:

And if you want to simplify the process of changing screens, you can use screen manager libraries, like these:

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Thanks both! I’ll look at the example, I think I’m getting the hang of it!

Right now I’m more looking into loading levels, and I’m trying to get the player character and the physic to follow :slight_smile:

Cheers

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