Is there such a thing as table=table?

owen_dennisowen_dennis Just a guy, you know.Member, PRO Posts: 236

I have an enemies/stuff you've found section in my game. When you defeat an enemy, I tell it to update a table showing that that enemy has been defeated. What I'd like to implement is a "new" feature, so that when you defeat a new enemy, the button that would bring you to the "stuff you've found room" will have a little "new" icon pop up over the top of it. The simplest way I thought of was that if the table as it is right now ≠ the table like it was before (I would make and save a copy every time) then it the little new icon should pop up.

I don't think this is a function gamesalad can do however. Is there some other way people are implementing things like this? Could I maybe use TableColSum to tell me the sum of the column, and if that sum is higher than it was before, have the "new" icon pop up? Does that work on booleans?

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    edited May 2015

    Yeah table is the way to go, you can set booleans or integers and simply change the table row/ column then check to see what the cell reads to change the image like I did with BloodFlow below (45 secs).

    If you have collectables on every level you can change the row you require by a game.integer that simply changes to the scene name if you unlock the actor to access scene name and name your scenes 1 2 3 etc there's other ways to do this...then set up your rows in your table for eg booleans all set to false then when you collect a collectable simply change the table value to true...don't forget to save the table.

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