Question About Tables and Implementation

whycaliwhycali Member, PRO Posts: 87
edited July 2012 in Working with GS (Mac)
Hello GS Forum,
I am trying to figure out an easy way to manage my levels and goals of the levels. I watched @tshirtbooth video on tables with scores and stars already and kinda have that part figured out. The question I have is this.

On my Level I have 3 items that need to be destroyed before you can move onto the next level. I want to be able to create a table that has all the levels and how many items they need to destroy. I have built the Table for all my levels and items you need to destroy but have no idea how to implement it to my game. If there are any video tutorials or written tutorials can you please forward them to me. Once I can fill in this piece i think i will be on to something. Oh if it helps you only get one bullet/object to destroy all 3 items.

Thanks for all your help
Why Cali

Best Answers

  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,922
    Accepted Answer
    I would watch all the videos on tables it really is all there and tshirt explains it as easy as it's gonna get. Maybe this will help you. Tables are nothing more than spreadsheets that store static data unlike a game level attribute that the processor has to check ever cycle. By using tables we avoid lagging the processor. So you address a table row or colum just like you would a game level attribute you just have to specify the row and column of the static info. That's it. So for your rule that says that level two is unlocked you would just say if attribute tbl.row.column = true. The attribute looks at the table where the info is and the column and row where the level two Boolean is stored.
  • MotherHooseMotherHoose Posts: 2,456
    Accepted Answer
    @whycali … good that you are using tables!

    try:
    gameAttribute: need2destroy … index type

    on your sceneControlActor
    1st behavior … changeAttribute: game.need2destroy To: tableCellValue for that scene

    Rule: when
    Attribute: game.need2destroy = 0
    -trigger the level complete things

    on each each of the destroyableItems …
    in the rule for destruction … just before the Destroy behavior
    changeAttribute: game.need2destroy To: game.need2destroy-1

    image MH

Answers

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Tshirt shows how to use tables to unlock levels it would be similar to that.
  • whycaliwhycali Member, PRO Posts: 87
    @fryingbaconstudios

    I have watched it but i cant seem to implement it to my own game. More or less looking for some of the not shown parts in the video like a start to finish almost. Still very new at gamesalad
  • whycaliwhycali Member, PRO Posts: 87
    @fryingbaconstudios and @MotherHoose

    Thank you Both so very much. What you both said worked great. I rewatched all the videos on it and did some of my own playing around and was able to land the out come i was looking for. THANK YOU THANK YOU.

    Thanks For Everything
    Why Cali
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    That's how you will learn GS watch and try and keep trying until you figure it out.
  • whycaliwhycali Member, PRO Posts: 87
    I have one more question that maybe both of you could answer.

    So i currently have how many items need to be destroyed and when you destroy them a Winner actor drops down and by clicking on that it takes you to the next scene.

    The question i have is how do i create a way so that if you miss the actor/actors that need to be destroyed that it says Looser instead. I only allow one shot to kill all actor/actors. I currently have an boolean for only allowing one shot.

    Thanks in advanced
    Why Cali
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