Level unlock.?!

olster1olster1 Member Posts: 396
edited November -1 in Working with GS (Mac)
I've seen it a bunch of times but I can't seem to find it. Sorry.

I'm making a standard level select menu. I currently have 5 images, level locked, 0stars, 1stars, 2stars, 3stars. Each of the images don't have the level numbers on them yet. How do I set it up so that I'm using the least amount of actors and images? Do I need to create the 5 images for each level number?

Thanks as usual.

Comments

  • DrGlickertDrGlickert Member Posts: 1,135
    This may not be the best way to do this; but I'm doing it like this.

    When the level is over (say level 1)
    Rule: When level is over;
    Change level2score to 1

    Rule Within above Rule; game.score is > 1000
    Change Attribute level1score to 5

    Rule Within top Rule; game.score is <1000 and >500
    Change attribute level1score to 4

    Rule Within top Rule; game.score is <500 and >100
    Change attribute level1score to 3

    Rule Within top Rule; game.score is <100
    Change attribute level1score to 2

    Outside these rules but within the top rule:
    Save Attribute level1score Key: level1score

    (this will unlock level 2 to play and set the # for the picture).

    On my Level 1 image, I have 5 images (much like you, a "locked image", a 0-star, 1-star, 2-star, and 3-star image, then a RULE;
    If level1score = 0 change image to "locked", if level1score = 1 change image to 0-star, etc. etc.

    For the number of each level I have individual actors for those.

    Create a lot of actors but I can't think of any other way to do it.

    Good luck!
  • olster1olster1 Member Posts: 396
    Thanks :) I'm still unsure though :/
  • msonesmsones Inactive, Chef Emeritus Posts: 75
    You could use display text to show the level number - that way you'd only need five actors, and just unlock them in the scene as needed.

    Technically, you could do it all with one actor and use the change image behavior, but that might be more of a headache than it is worth.
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