SOOO Many Rules!!!!!!

MBYMBY Member Posts: 74
edited December 2011 in Working with GS (Mac)
Do I have to make 36 rules for displaying the text that con taints the attributes of the highscores of each level.

Comments

  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    I would say you have too, but there are ways around this..
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  • MBYMBY Member Posts: 74
    Thank you for the help
  • MBYMBY Member Posts: 74
    any other ideas?
  • MBYMBY Member Posts: 74
    ok, I'll try with the 36 rules and if the tables come then I'll test it with tables and I'll use what is more useful to me (I think the tables)

    Thank you
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    It's really not that bad considering the alternative. (The alternative being hand coding.)
  • hotMagichotMagic Member, PRO Posts: 266
    You need that many. We have 60 levels and we have a rule for each of em.
    The WORK is not really the hard part. We did that in a few nights just hanging out, since it's mindless.

    The BAD part is that, that actor will take FOREVER to open. If you have different worlds in your game, I advise you to make one of these rule chunk actor for each world, so you have like 3 sets of 12 or something. Just trust me.

    The way we do it though, is we delegate scores from the level select screen, and assign it to CurrentScore. That way your actual gameplay scenes only handle that current score. And all the dirty work is done in the Level select screen, which contains less crap. So it's like sharing labor between them.
  • MBYMBY Member Posts: 74
    ok thanks.
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