Upgrades..

FrazzleFrazzle Member Posts: 223
edited November -1 in Working with GS (Mac)
Recently i've been playing an app called 'Miner disturbance' and have seen the 'purchase upgrade' system implemented quite well. Each upgrade makes the character better at something (e.g jumping).
Would i have to create an attribute like "when attribute= 1 make actor x jump this high"?

Comments

  • JGary321JGary321 Member Posts: 1,246
    No. It would be better to create upgrades like this:

    Say we are upgrading speed. We would have a game.speed attribute. Wherever you have your move commands you would just reference it to that attribute. Then when you `buy` an upgrade you just change the game.speed & it automatically does the rest. You want as few rules as possible.
  • FrazzleFrazzle Member Posts: 223
    So an upgrade would quote a part of a command and change it?
  • FrazzleFrazzle Member Posts: 223
    Just PROPERLY realised what you mean.You use the expression editor to say game.speed +100.
  • jessicaleahyjessicaleahy Member Posts: 144
    Thanks for the tip JGary321. I got what you meant. I totally worked great for me.
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