Unlocking level select systems
mrcameron999
Member Posts: 182
1)Hi i have a level unlocking system in my game. When you complete the level 1 is added to the Game.CurrentLevel. So basicy my concept atm Is Say you just completed level 1 then level 2 will be unlocked because Game.Current level is greater or equal than. However with this method you could just do level 1 100 times then you have level 100 completed. I can't have it where a the end of each level you set it to a number as the level complete actor sometimes is spawned in. Im using a nightly build so any way in that would be good.
2) How many levels would be expect AT FIRST for a level based game. Each level takes i would say maybe on average 2 to 7 mins some are harder tho so????
Comments
1) If I understand correctly, yeah had that problem. You need to have another attribute, ie. game.savedLevel and advance that ONLY if the level you completed is greater than your previous saved level. This way it won't advance if you just keep playing level 1 over and over.
Have your unlock based on that one.
Age of Dominion RTS for iOS
Age of Dominion RTS for Android
Cheers mate i couldn't get my head around how to do it.
Im struggling to get what you meant in a way. Could you give me a rule. Im confused
So, to make sure I understand, in the game you have the option to go back and replay previously completed levels?
The unlock system is a bit complicated. Well, not that complicated, but it is a process to go through. There are some tutorials, 1 by @tshirtbooth, I think.
Actually here it is:
http://forums.gamesalad.com/discussion/43654/-how-to-lock-and-unlock-levels-in-gamesalad-video-tutorial-
Age of Dominion RTS for iOS
Age of Dominion RTS for Android
@mrcameron999 if that doesn't help let me know.
Age of Dominion RTS for iOS
Age of Dominion RTS for Android
ok ill give that a go thanks
I came across a problem or so. One is that i have 3 images. One for the locked level, another is for levels completed and 3 is the level that your currently on. How do i add the 3rd one in.