In-Game Upgrade System: Is it possible with the following design?

khashaikhashai Member Posts: 6
edited November -1 in Working with GS (Mac)
Hello, first post here.

I have been fiddling with GS, and so far I am very impressed. However, I am stumped on something, which is probably a complicated issue. I do not want an outright solution, but any advice on how I might go about it would be much appreciated.

Basically, what I have going is this: In my game, I want the player to be able to purchase upgrades. The actual upgrade system would be shown to the players between levels, and it would be done in a store-type setup. However, I would then want it to be where the 'purchased' weapon replaces the current weapon's actors and behaviors. Note that I do not want to set it up to where the player has to switch weapons, but that it outright replaces the already existing weapon.

So what I need to know is this: Can this even be done with GS? If so, could I get a pointer or two as to how I should go about setting this up? If there is an existing setup that already has this, could you let me know where to find it?

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Here a template i made, might be just the thing for you

    http://gamesalad.com/forums/topic.php?id=16451#post-124740
  • osucowboy18osucowboy18 Member Posts: 1,307
    Be aware that GS does not support in-app purchases, but you can still achieve the same goal by allowing the user to "earn" money as they complete portions of the game, which they can use to purchase weapons.

    - Alex
  • khashaikhashai Member Posts: 6
    JohnPapiomitis said:
    Here a template i made, might be just the thing for you

    http://gamesalad.com/forums/topic.php?id=16451#post-124740

    Thanks for the fast reply! That actually will help considerably on the shop portion, but I am still trying to figure out how I would tell the system that the new weapon is now the replacement for the old weapon. Whereby it would spawn 'projectile' actors in a different way, and at a different rate than before (not to mention the actors it spawned would be different actors, to differentiate appearances).

    Specifically my concern here is that the 'Create Actor' behavior does not have an expression editor for the actor it spawns. If it did (maybe I am missing something), I could just tell it to spawn from an attribute that held the information on the actor it was to spawn. That I think, is a better way of explaining what exactly is confusing me.

    Again, I could be completely missing something: I have basically been learning as I go with GS, and I have been finding that I have been missing small but important things.
  • khashaikhashai Member Posts: 6
    osucowboy18 said:
    Be aware that GS does not support in-app purchases, but you can still achieve the same goal by allowing the user to "earn" money as they complete portions of the game, which they can use to purchase weapons.

    - Alex

    I should have been more specific: This is for an in-game shop, for upgrades purchased with game money, not real money!

    I can see how that could have been misread, thanks for pointing that out. :)
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    khashai said:
    Thanks for the fast reply! That actually will help considerably on the shop portion, but I am still trying to figure out how I would tell the system that the new weapon is now the replacement for the old weapon. Whereby it would spawn 'projectile' actors in a different way, and at a different rate than before (not to mention the actors it spawned would be different actors, to differentiate appearances).

    Specifically my concern here is that the 'Create Actor' behavior does not have an expression editor for the actor it spawns. If it did (maybe I am missing something), I could just tell it to spawn from an attribute that held the information on the actor it was to spawn. That I think, is a better way of explaining what exactly is confusing me.

    Again, I could be completely missing something: I have basically been learning as I go with GS, and I have been finding that I have been missing small but important things.

    the template has that set up. Depending on waht weapon is bought, it triggers a corresponding attriubte to determ what gun is being used. And then you just spawn different projectiles depending on what attribute is active

    email me a copy papiomitis at yahoo dot com
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