Difference between a Scene Attribute and a Game Attribute?

T8TRG8TRT8TRG8TR Member Posts: 120
edited December 2011 in Working with GS (Mac)
I noticed that you can add attributes under the "scene" tab and "game" tab, but it doesn't seem like you can access the "scene" attributes from an actor. So what do scene attributes do? Do they reset to their original value when you "reset scene"? And what's the point of them if you can't access them from an actor?

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited December 2011
    You can access them from an actor. Any actor in a scene can be accessed through another, actually. When you have an actor onstage, you unlock it, and drag in a behavior. When you access the attribute browser from that behavior, you can go to "current scene" then "layers" then "background" you can access every actor in that scene, and it's attributes.

    And a scene attribute is specific to that scene, where a game attribute is specific throughout the whole game, no matter how many scenes there are. So basically you wouldn't want to create a scoring system using a scene attribute, you would want to use a game attribute for that. If that makes any sense...
  • T8TRG8TRT8TRG8TR Member Posts: 120
    Okay that makes sense

    What kind of attributes are best stored in the scene as opposed to the game?
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited December 2011
    Straight from the Cookbook - "These are attributes that specifically affect a scene, rather than an actor or the entire game. They include Name, Time, Size, Wrap X, Wrap Y, Gravity, Color, Camera, and Autorotate."
  • CodeCodeCodeCode Member Posts: 200
    I use Gamesalad since over a year and to tell u the truth i just used Scene Attribute only in one of my games, i just hate it, cause u have to make the same changes on the same actor so it works in all scenes that requires that attribute.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    For that, you would use an Actor Attribute. There are 3 different types of attributes. Actor, Scene, and Game. (sorry if you already know that now)

  • T8TRG8TRT8TRG8TR Member Posts: 120
    Yeah I know what the default scene attributes do I just don't really see a point in using custom scene attributes like Prodigio said. They're too big of a pain.

    Thanks for explaining though! :)
  • CodeCodeCodeCode Member Posts: 200
    I only do see a point of using them, ... memory.
    I think that a game attribute is working all the time and consumes memory all the time, but an scene attribute only consumes memory when un are on the scene.
    Maybe i'm wrong, but i think thats the difference.
  • MotherHooseMotherHoose Member Posts: 2,456
    right @ Prodigio … gameAttributes require constant assessment.

    I use sceneAttributes all the time … control the game flow Index (rather than use timers)
    I would even use them for score in that scene … and just before sceneChange: change gameScore To: gameScore + scene.Score
    (if player resets or loses, gameScore isn't affected.)

    MH
Sign In or Register to comment.