In game pop up menu like, level passed.
Hi, I am making a game that will has a pop-up menu when you win, that has a pop-up that says continue. How do I do this? Do I need to spawn different actors on top of it? Thanks!
~CTM
~CTM
Comments
For my game over element...I have the gameOver graphic actor present off screen at all times with alpha defaulting to 0. Then when my gameOver attribute=1, I locate the actor to screen center and throw the alpha setting to 1. Voila.
then all your in-game actors can operate inside a rule to only function if gameOver = 0.
Then I spawn a "Main Menu" (or continue in your case) actor located a little below my GameOver actor and on press...I return to the main menu...then in the main menu...I set gameOver to 0 again and the process repeats.
In this case...spawning is okay since all of the game has shut down when GameOver changed to 1. Therefore spawning at that point is the only thing the processor has to think to do.
This same logic sequence can be applied to your scenario if you win the game. Just change the GameOver attribute to "GameWon".
One question: if the gameOver actor (the 'popup') is initially off screen, why set the alpha to 0? Why not set it to 1 and not change it? If it's off screen, it can't be seen anyways, right?
There's probably something I missed, I know.
I always keep things invisible until I get all of the image prep elements ready.
For example...
I like to have my game play between a background and a foreground image. eg...car driving on road but under bridges and trees.
Well...the overlay art gets in the way (during development) so I scale it really small in teh corner, set alpha to 0 then when the scene runs...I change its size, location, etc. before I turn it on...otherwise you get a "blink" and you see the image before it is processed. So to hide the processing effecdts...keep it invisible until the last moment.
If your clever...you can put the alpha switch inside a timer loop and fade it in with incremental alpha stepping up to 1.
If you are REALLY clever...try playing with scaling W/H on the fade too. It will look like it fades in and scale up from a center pixel....Or use a moveTo/accelerateTo and it will fly in from the side of the screen. Any method will add "Depth" to the game experience. They are simple little animation tricks to enhance the experience...without using a lot of processing (or logic rules).
~CTM
WOW! That was some extra cool information and I hope that I am `really clever`...
Cool! I really appreciate that you took the time to give such a detailed explanation. I'm definitely going to work a pop-up into my game.
Thank you!
If you are enjoying a game or watching a cool special effect on a TV commercial...
Jot it down in a notebook...then think about it while you are taking a sh**.
Then...while thinking about it...think of the simplest way you can recreate that effect in a logic sequence of rules....then put it in your game!
TV commercial are a great source of examples...since they do a lot of graphic design animation. So are TV sports broadcasts and the cable news channels. Tons of cool graphics effects there to pull from...and not that difficult to re-create in GS.
I do a similar thing but changin size of my gameover/nextlevel graphic actor from the center of the screen and it works good.
I've to map some other actors that manage the button on the graphic (next level, retry, home, ecc). i must spawn actors and locate where they must be on my graphic or there is some other (better) way (maybe constrain actor to the graphic)?
Thank's
Thanks.
Now i spawn my actor giving the right position.