Few questions

IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
edited November -1 in Working with GS (Mac)
Hello, I have few more questions, if you are so kind, I would be grateful.

1. How to make a saving system? I think that it should be something to save all game attributes and current scene. Is it possible to make an autosave when player is quiting the game AND manually saves? How to make it?
2. Is it possible to use a microphone as a controller in GS (game for iPhone)? If yes, how to do it? I mean something like that: player shouts something or blows to the mike, and then some action in the game occurs.
3. Is it possible to move the camera with a joystick, BUT few actors (interface) have to stay always in the same place on the game screen? I mean - everything is moving, but interface stays in place. How to do it?
4. How to make something like that: player moves something in the circle with his finger, and when rotation is f.e. on 43, then some action occurs?
5. Is it possible to make a writing spot in the game with a default iPhone keyboard, and when player types f.e. "DOG" than an action occurs? How to do it?

Thank you VERY much for all advices and help.

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    1) No way currently to save on quit though not sure this is as big of an issue with the built in multitasking "pause." You can only save attributes, but this can allow you to virtually save anything about the game.

    For scene saving create a game attribute (integer) called game.currentLevel

    In each scene have a rule that says
    change game.currentLevel to ??? (whatever level number it is)
    save game.currentLevel keyword: currentLevel

    Then in the beginning of the game you should use a load behavior and use the same attribute and keyword (case sensitive btw)

    2. No

    3. Yes. Use the joystick demo made by codemonkey. Use the one with only one joystick. In the actor being controlled by the joystick drop a control camera behavior. To keep the HUD (interface) static you need to put all of those elements on their own layer that is non scrolling (unckeck the scrolling box). Look at the joystick demo and you'll see what I mean. The joystick in that demo is on a non scrolling layer.

    4. Getting an actor to rotate with your finger may be tricky (should be doable though). The second part is easy. When self.rotation = 43, do blah blah blah

    5. There are some keyboard demos I think (search the shared projects). I would think that it would require a bunch of attributes, but it should be possible to have the game respond to certain letter sequences (such as "dog"). Never tried it though. You do not have access to the official iPhone keyboard, but people have made their own.
  • ShpintShpint Member Posts: 404
    scitunes said:
    1) No way currently to save on quit though not sure this is as big of an issue with the built in multitasking "pause." You can only save attributes, but this can allow you to virtually save anything about the game.

    For scene saving create a game attribute (integer) called game.currentLevel

    In each scene have a rule that says
    change game.currentLevel to ??? (whatever level number it is)
    save game.currentLevel keyword: currentLevel

    Then in the beginning of the game you should use a load behavior and use the same attribute and keyword (case sensitive btw)

    2. No

    3. Yes. Use the joystick demo made by codemonkey. Use the one with only one joystick. In the actor being controlled by the joystick drop a control camera behavior. To keep the HUD (interface) static you need to put all of those elements on their own layer that is non scrolling (unckeck the scrolling box). Look at the joystick demo and you'll see what I mean. The joystick in that demo is on a non scrolling layer.

    4. Getting an actor to rotate with your finger may be tricky (should be doable though). The second part is easy. When self.rotation = 43, do blah blah blah

    5. There are some keyboard demos I think (search the shared projects). I would think that it would require a bunch of attributes, but it should be possible to have the game respond to certain letter sequences (such as "dog"). Never tried it though. You do not have access to the official iPhone keyboard, but people have made their own.

    Pro Answers Right There
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