how does prototypes work?

guillefaceguilleface Member Posts: 1,014
edited November -1 in Working with GS (Mac)
so i create one actor dragged to scene, say 20, click on each scene actor to change a unique attribute for each, if i close the lock, the changes wont take effect, but if i leave it open it will, but if i want to edit the main actor, the effects wont change to the actors with open lock
for example i wanted to change the size, do i have to click on each actor in the scene? why can i after editing a actor on the scene close the lock and new rules are saved, so if i want to change something to all of them i just change the main actor.

Comments

  • jbsitedesignjbsitedesign Member Posts: 25
    think of prototype like the mold, and the scene actor like a statue. You make 1 mold and then you can make a whole bunch of statues that look exactly the same. You can then paint each statue a little differently that comes out of that mold. but if you go and change the mold then the statues you already made and painted are not going to change, they are done. The prototype is a factory and the scene actor is the product. When you unlock it you unlink the product from the factory basically so that you dont accidentally undo a whole bunch of custom changes you have made.
  • guillefaceguilleface Member Posts: 1,014
    ok thank you thats a good point
  • old_kipperold_kipper Member Posts: 1,420
    If you wish to make instances individual in their behaviour you can add rules that check the actor attributes and only edit them without unlocking whole instance. You can also individualise them by checks to other things like colour rules, collisions, birth position, birth order, game attributes, internal counters in the rules, general position, generating a self ID number, etc. This can very useful indeed, and allows further editing from the prototype.

    hope that helps

    kipper
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