Level Completion + Pause.

agangulyaganguly Member Posts: 22
edited November -1 in Working with GS (Mac)
Hi,
I am trying to have a level completion message shown and then allow the user to click on the next button to move to the next level. The issue is the user can still touch around the scene and can play the game. I want to disable game play by the user when the level completion/failure message is shown. Can anyone point me to the right direction on this.

Thanks.

Comments

  • JeffreyShimaneJeffreyShimane Member Posts: 372
    One thing you could try is to have the level completion message be on a different scene. Then, when the player completes the level in one scene, it goes to the level completion screen (with no game play going on) and they could then click the next button to move to the next level.
  • agangulyaganguly Member Posts: 22
    yes I thought about it and seems like this is the easiest way out. Only thing is I need to add some more game level attributes to make them available for the temporary scene. Thanks for your advice. Let me go ahead with that.
  • LordTarantorLordTarantor Member, PRO Posts: 890
    I used to do that but the problem is that changing from one scene to another takes time and it is a little annoying if it happens a lot.
    What I am doing now is something like this: Let say that the scene where every thing is going to happen is W-480
    and H-320. I will make it W-960 by H-320. I will have then an attribute named Completed. I will have an invisible actor with the control camera on it maybe the size of the screen. In that Actor I will have a rule that says if attribute complete = 1 change self X position to 720 and Y position to 160. Put the message you want in that other side and when the level is completed the change will happens immediately. Make sure that when you assign the camera to the actor the brackets of the camera are completely closed.
    Hope this helps.
  • JeffreyShimaneJeffreyShimane Member Posts: 372
    That's a great workaround, LordTarantor. I'll have to try that. Thanks.
  • LordTarantorLordTarantor Member, PRO Posts: 890
    Yeah it is amazing. For example, when I created my app I Wish Upon, I created a menu and in that menu there was a button called options that will take you to the options scene and the I have a button that will take you to the credit scene and another that take you to the more apps scene. 2 scene changes if you want to see the credits... to much, to bad.

    Now in the update I am working on, I created a scene that is W - 960 by H - 640. The size of 4 regular scenes.
    I created then an attribute called camera menu and in the actor that has the control camera I put a rule that say if att camera menu = 0 change self x position to 240 and y position to 160. That is my starting position. In the options button i put a rule that say whe touch is pressed change camera menu to 1 and in the camera it has the rule that say if camera =1 change x position to240 and y position to 480. Then the same with the others. If you have a menu button to go to the starting position just put an att to change camera menu to 0.
    4 scenes in one wow and its super fast.
    Try not to do this with very heavy scenes because it might slow the scene changing sped.
    I am so happy with the difference the this has make in my games that I tought I should share it with those that has not discovered yet
    Hope this helps.
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