Question About Tables and Implementation
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
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
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The_Gamesalad_Guru Posts: 9,922
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. -
MotherHoose Posts: 2,456
@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-1MH
Answers
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
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
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
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
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