Store Set up with buying different Actors

What I'm trying to do:

Add options to my in game store to purchase actors with coins.
Make it so they can only purchase it once.
Make it so they can equip the character and have it stay equipped.
Also so that when they equip a character they have purchased that they can still equip the other character.

What I already have done:

Set up coins system
Set up all characters
Set up coin save attribute.

Thanks

Comments

  • TheGabfatherTheGabfather Member Posts: 633

    Well I'm certainly not going to make the rest of your in-game store for you.
    But anyways, we can certainly use more information regarding what you mean by "equipping characters," so we can better point you in the right direction.

    On a related note, here's a video tutorial for creating an in-game store with GameSalad. I'm sure you'll pick up a couple things from it.

  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    @TheGabfather said:
    Well I'm certainly not going to make the rest of your in-game store for you.
    But anyways, we can certainly use more information regarding what you mean by "equipping characters," so we can better point you in the right direction.

    On a related note, here's a video tutorial for creating an in-game store with GameSalad. I'm sure you'll pick up a couple things from it.

    It's a Flappy Bird Game but there are 13 different characters and I want them to change the initial actor when the game is playing.

  • TheGabfatherTheGabfather Member Posts: 633
    edited March 2014

    Ahh I understand it now. Just make use of Booleans for your store's writeable Table.

    When the user purchases a character, change the value to Purchased (i.e. True).
    That way, all you have to do when trying to equip a character is to check if the corresponding value of that character in your Table is True, then let it be equipped -- else, if it's False then it won't equip (and then maybe you can give him the option to buy it with real money via iAP :))

    Then just have one Game Attribute (global) that takes note of which character is currently equipped. So each time you equip a different character, change this Attribute's value to whichever (e.g. the Row or Column Number of the selected character, depends how you setup your table).

    edit: or you can use a Scene Attribute if your game is a one-scene type of game.

  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    @TheGabfather said:
    Ahh I understand it now. Just make use of Booleans for your store's writeable Table.

    When the user purchases a character, change the value to Purchased (i.e. True).
    That way, all you have to do when trying to equip a character is to check if the corresponding value of that character in your Table is True, then let it be equipped -- else, if it's False then it won't equip (and then maybe you can give him the option to buy it with real money via iAP :))

    Then just have one Game Attribute (global) that takes note of which character is currently equipped. So each time you equip a different character, change this Attribute's value to whichever (e.g. the Row or Column Number of the selected character, depends how you setup your table).

    edit: or you can use a Scene Attribute if your game is a one-scene type of game.

    Thank you, also I might use iAP too since I'm buying GS Pro tommorow :)

  • TheGabfatherTheGabfather Member Posts: 633
  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    @TheGabfather said:
    Ahh I understand it now. Just make use of Booleans for your store's writeable Table.

    When the user purchases a character, change the value to Purchased (i.e. True).
    That way, all you have to do when trying to equip a character is to check if the corresponding value of that character in your Table is True, then let it be equipped -- else, if it's False then it won't equip (and then maybe you can give him the option to buy it with real money via iAP :))

    Then just have one Game Attribute (global) that takes note of which character is currently equipped. So each time you equip a different character, change this Attribute's value to whichever (e.g. the Row or Column Number of the selected character, depends how you setup your table).

    edit: or you can use a Scene Attribute if your game is a one-scene type of game.

    Sorry but I'm still confused should I still follow the tutorial by tshirtbooth?

  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    Can anybody help with this? I still don't know what to do is there any written tutorials?

  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    edited March 2014

    Create a table. Make 1 column and 11 rows. Make them boolean attributes. Name each row what color you want the bird to be. (Below I use red as an example, replace it with any color)

    Inside your shop: If tablecellvalue(Table,"Red",1) is true and touch is pressed equip bird.

    When you purchase birds make sure to just change that boolean attribute in the table to true and save the table.

  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    @bjandthekatz said:
    Create a table. Make 1 column and 11 rows. Make them boolean attributes. Name each row what color you want the bird to be. (Below I use red as an example, replace it with any color)

    Inside your shop: If tablecellvalue(Table,"Red",1) is true and touch is pressed equip bird.

    When you purchase birds make sure to just change that boolean attribute in the table to true and save the table.

    I've done all that so how exactly do I make it equip the bird?

  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    edited March 2014

    To equip it I would make an integer attribute called bird#
    If bird# = 1, change image and animate
    If bird# = 2, change image and animate
    So on. After you change that attribute, don't forget to save it, and load it when starting the game so the user doesn't have to reselect the bird every time.

  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    Hey guys, is there any templates that can demonstrate this for me? I am still confused.

  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    What I want to do is use my coins system so they get coins but also have the option to purchase coins to unlock characters.

  • MinecraftGeekMinecraftGeek Member, PRO Posts: 76

    Is there any template that has a coins system in place and changes the character with equip and unequip buttons? Please, thanks.

  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    edited April 2014

    You can alter my demo to if game.coins is greater than self.Price and touch is pressed change attribute character selected to <#>. Just replace the Characters Purchased attribute with your coin attribute.

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