is it possible to copy HUD to other scenes/levels?

chicopchicop Member Posts: 263
edited November -1 in Working with GS (Mac)
Hi there!

Is there a way to copy your HUD into new scenes without having to input all the numerical values after unlocking the instance?

ive been copying my levels and renaming them but now ive changed stuff in my HUD and need to apply it to the other levels...

thanks!

Comments

  • AppArcadeAppArcade Member Posts: 64
    I'm not sure I understand you, but if you just want the same values as in the previous level, you can just use "save attribute" and "load attribute" behaviors!
  • chicopchicop Member Posts: 263
    ah ok, i mean more the graphical layout.. instead of dragging the new display items to the scenes and typing in coordinates to get them to match the previous scenes... it would be nice if it would copy the layers to the new scene and done sort of thing
  • BackUpAndDownBackUpAndDown Member Posts: 685
    I think he's talking about the actual actors/attributes that handle the information.

    I also ran into the same problem with my game, if anyone has I solution i'd also appreciate it.
  • TillboTillbo Member Posts: 55
    Again, not 100% sure what you mean but why not have a 'Spawn HUD' actor which spawns all the HUD elements in the correct places. You can drop this single 'Spawn HUD' actor anywhere in any scene and if you want to change the positions of any elements you can do it all from a single actor?
  • BackUpAndDownBackUpAndDown Member Posts: 685
    Tillbo said:
    Again, not 100% sure what you mean but why not have a 'Spawn HUD' actor which spawns all the HUD elements in the correct places. You can drop this single 'Spawn HUD' actor anywhere in any scene and if you want to change the positions of any elements you can do it all from a single actor?

    I dunno about chicop but thats solves my problem, thanks!
  • chicopchicop Member Posts: 263
    yeah that would work, but doesnt spawning cost memory?
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    chicop said:
    yeah that would work, but doesnt spawning cost memory?

    im pretty sure the memorys released after each scene
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    If I were you I would build one level and make sure it has absolutely EVERYTHING in it and working perfectly. Try to think of all the tedious code you may need (scene changes, loads & saves, attribute resets, etc.) then in the home section of GS copy and paste the level as many times as you need. Then build each level.

    The key is to plan ahead and try to think of everything. I have yet to pull this off! I always seem to get 30 levels made and the realize that I overlooked something and have to add it to all 30 scenes (and it always seems to be something that is unique to each level and requires opening and unlocking an instance).
  • AfterBurnettAfterBurnett Member Posts: 3,474
    scitunes said:
    If I were you I would build one level and make sure it has absolutely EVERYTHING in it and working perfectly. Try to think of all the tedious code you may need (scene changes, loads & saves, attribute resets, etc.) then in the home section of GS copy and paste the level as many times as you need. Then build each level.

    The key is to plan ahead and try to think of everything. I have yet to pull this off! I always seem to get 30 levels made and the realize that I overlooked something and have to add it to all 30 scenes (and it always seems to be something that is unique to each level and requires opening and unlocking an instance).

    Haha, me too! Especially when I decided to change the look og my HUD... DUH! Manually changing every scene sucks!
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