Really need help with these Rules for my Game, it's almost complete.

ozboybrianozboybrian PRO Posts: 2,102
edited November -1 in Working with GS (Mac)
I need to set up acheivments, someone tried typing somethings down but it doesn't seem to work.
Are there any videos?

I need a pop up marker for when an acheivment occurs. For example, It slides in from the left on the screen so i can see it move in, then after a couple seconds it slides back out.

With the Acheivments I have different types of gems on the screen that get collected.
I had an acheivment set up so that it unlocks when 10 get collected but it kept happening when there was one. Can someone do a video?

That's those two things. And I have bombs hitting me and I want them to EXPLODE but they keep falling while they explode and it looks weird.

Thanks in advance!

Comments

  • b2iscoolb2iscool Member Posts: 135
    well in your rule just have an actor and whenever your achievement occurs then in the actor just interpolate its alpha position change its image to whatever till you like the effect then have it fade back out

    Peace
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    cool menu system template
  • AsymptoteellAsymptoteell Member Posts: 1,362
    'use boolean Attributes.
  • ozboybrianozboybrian PRO Posts: 2,102
    I want it to move into the screen, so u see it scroll in from the left and then scroll back out.

    I know I need a boolean, but I need someone to be really specific if they can be..
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    for the movement of the bombs

    make a boolean called bombexplode, make it a self attribute in the bomb.

    Whenever it collides with the player change bombexplode to true, and put any movements for the bombs in a rule thats when bomb explode is false.

    If your using scene gravity, youll have to constrain self motion linear x and y to 0 when bomb explode is true, or take out the scene gravity and have a accelerate down rule in whatever you want to be effected.

    cheers
  • ozboybrianozboybrian PRO Posts: 2,102
    I tried the last option, but it seemed to just slow it down on impact :/
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