Tshirtbooth Template Time Based Score

App SurgeApp Surge Member Posts: 651
edited January 2012 in Working with GS (Mac)
Hey there everyone,
So in my latest game, I got Tshirtbooth's "Awesome Cool Menu Template." However, instead of having how many stars you get based off of how many stars you collect, I want it to be based off of how quickly you can beat the level.
I can think of a few different ways to do this, but I would like to know the most memory efficient way....

1) I could say every 0.1 seconds change attribute game.suggtime to game.suggtime-0.1
When game.suggtime ≥ x get 3 stars
When game.suggtime is xy>z get 2 stars
When game.suggtime is ≥ z get 1 star
3)Any other ideas!!

Which one would be the most memory efficient?

Thanks a bunch guys,

-Henry

Comments

  • MotherHooseMotherHoose Member Posts: 2,456
    @Redsky … think you got it perfect with using sceneTime, as the computer always tracks that!

    I would use sceneAttributes to track the starCount for each level
    add a starCount attribute index type =1
    add a greatTime attribute and make it = what you think should be worth 2 stars
    add a goodTime attribute and make it = what you think should be worth 1 stars

    then Rules on your actor that shows level completed
    when:
    Attribute: scene.Time < scene.goodTime
    --changeAttribute: scene.starCount To: 2

    Rule: when
    Attribute: scene.Time/2< scene.greatTime {or mayhap scene.Time -(scene.Time/3) }
    --changeAttribute: scene.starCount To: 3

    changeAttribute: game.Level#Stars To: scene.starCount
    show starCount
    changeScene

    @};- MH
  • App SurgeApp Surge Member Posts: 651
    @MotherHoose thanks!
    However I only want the time to be counted from when touch is pressed until it collides with the goal.

    Sorry I left that out in my first post...
  • App SurgeApp Surge Member Posts: 651
    Bump :)
  • MotherHooseMotherHoose Member Posts: 2,456
    yah that was sorta important … @redsky :-S

    then you do an attribute real-type … myTime

    and on the thingy the Player touches:
    Rule: when (All)
    touch is pressed
    Attribute: self.Position.X < scene.goal.Position.X-(scene.goal.Size.Width/2) …or if you want to keep this unlocked prototype … put in the number)
    --Timer: Every 1 second
    --changeAttribute: game.myTime To: game.myTime+1

    @};- MH
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