level attribute questions using @TSB's free coverflow

poopdecksweeperpoopdecksweeper Member Posts: 180
edited March 2012 in Working with GS (Mac)
Hi guys,

I wanted to see how I was supposed to use the free coverflow template properly? I know that there are a few attributes that I should assign to each level I pass, and then constrain the intergers to another attribute which then keeps track of my levels beaten. TSB...any help?

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Not sure what your question is.
  • poopdecksweeperpoopdecksweeper Member Posts: 180
    what is the proper way to make attributes to save a level so that when you go back to the coverflow menu system, it will remember what level you just passed and what levels you cannot get into.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited March 2012
    I'm gonna take a stab at this although I haven't looked at the coverflow rules. Why not save a text attribute that contains all of the levels the player has passed? When the player passes a level, you would just do Change Attribute game.LevelsPassed to game.LevelsPassed..game.CurrentLevel (or .."5" or whatever level they just passed). Then, Save the key. When you Load the key, have a rule in each level button that says if game.LevelsPassed contains self.Level then [unlock the level]. If you have multiple worlds, then use game.World1LevelsPassed, game.World2LevelsPassed, etc. each with a text string of level numbers. Hmm, before I post this, I just remembered from tshirtbooth's word game that you can run into trouble with text strings because of repeat digits (e.g. 1234567891011 contains the string "12" even though the player has only passed 11 levels). TSB got around this by concatenating a symbol around the number so it would be something like Change Attribute game.LevelsPassed to game.LevelsPassed.."&"..game.CurrentLevel.."&" and then check to see if game.LevelsPassed contains "&"..self.Level.."&".

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