Fun little task - make a speaking high score...

StormyStudioStormyStudio United KingdomMember Posts: 3,989
edited May 2012 in Working with GS (Mac)
Evening GameSalad peeps

After receiving numerous emails from visually impaired iPhone games requesting I make my game Audio Invaders more playable for them I've finally got round to recording all the audio needed to help instruct some players get around the menus and the basics of the gameplay.

All of it should be fairly easy to implement, but one small problem has come up, the high score in the game would ideally be read out.

I'm sure I can do it a fairly straight forward way but thought I'd ask for any other ideas on how to do it to get everyones grey matter working for a bit...


My plan to get a speaking high score:

Each number actor (all same prototype) in the high score can have a unique self name...a, b, c, d, e, f, g.

When the high score (actor on top of the highscore numbers) is pressed and held,
A 'game.read_highscore' attribute will be changed to 1.

Then in the number actors.

if game.read_highscore = 1

if self name = a

play sound "your highscore is"

timer after 1 second.
(if self image number is 1, play sound 1)
(if self image number is 2, play sound 2)
(if self image number is 3, play sound 3)
(if self image number is 4, play sound 4)
(if self image number is 5, play sound 5)
(if self image number is 6, play sound 6)
(if self image number is 7, play sound 7)
(if self image number is 8, play sound 8)
(if self image number is 9, play sound 9)

if self name = b

play sound "your highscore is"

timer after 3 seconds.
(if self image number is 1, play sound 1)
(if self image number is 2, play sound 2)
(if self image number is 3, play sound 3)
(if self image number is 4, play sound 4)
(if self image number is 5, play sound 5)
(if self image number is 6, play sound 6)
(if self image number is 7, play sound 7)
(if self image number is 8, play sound 8)
(if self image number is 9, play sound 9)

if self name = c

play sound "your highscore is"

timer after 4 second.
(if self image number is 1, play sound 1)
(if self image number is 2, play sound 2)
(if self image number is 3, play sound 3)
(if self image number is 4, play sound 4)
(if self image number is 5, play sound 5)
(if self image number is 6, play sound 6)
(if self image number is 7, play sound 7)
(if self image number is 8, play sound 8)
(if self image number is 9, play sound 9)

etc

etc...

Also...

If touch is released change 'game.read_highscore' attribute to 0.



......

Now something like this would work (I think), but I'd end up with a lot of rules going on. I'm yet to really tackle using tables in GameSalad yet as I'd started this game before their arrival, but perhaps that is a better answer.

Any ideas very welcome.

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Hmmm ... this has me head scratching! Would be a lot easier with searchable tables!
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    Thanks Beefy...

    Got it working now... quite tidy rules in the end too..

    each number actor used in the visual high score I've labelled self.name 1,2,3,4,5,6,7 and 8.

    Then in the rule for the prototype highscore number I've used a timer

    So after time amount of 'self name' play sound file.

    Then I have a rule which looks to see which number is being display by the actor and play the appropriate sound.

    It then al takes care of itself...

    Quite pleased with how it turned out...
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