Video Tutorial - Generating a menu screen dynamically from a table

stueynetstueynet TorontoMember Posts: 166
edited April 2014 in Community Tutorials

I put together this tutorial to show people how to use Loop Over Table to automatically build out their level select screen so they don't have to go in and manually place everything. You can simply add and remove levels from the Levels table and the screen with spawn everything accordingly.

Enjoy!

My Latest GS Game - Tiny Spirit
My First GS Game - Dashing Ralph

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,025

    Cool. The video says it's unavailable, though.

    Thanks for sharing with the community!

  • stueynetstueynet TorontoMember Posts: 166

    Was probably still processing. > @Braydon_SFX said:

    Cool. The video says it's unavailable, though.

    Thanks for sharing with the community!

    My Latest GS Game - Tiny Spirit
    My First GS Game - Dashing Ralph

  • stueynetstueynet TorontoMember Posts: 166

    Sorry had this in the wrong category. I have moved it.

    My Latest GS Game - Tiny Spirit
    My First GS Game - Dashing Ralph

  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,025

    Great video!

    Thanks for sharing.

  • christian.j.kingchristian.j.king Member Posts: 2

    This is a really great tutorial; I'm looking forward to the follow-up. I'm curious how you dynamically locked/unlocked the levels. I'm about two-weeks into using Gamesalad; so, this is very helpful.

    Thank you!

  • jeff.stofferjeff.stoffer Member Posts: 5

    Thanks, can't wait to try it out. I've been looking at all the ways I can use table.

  • christian.j.kingchristian.j.king Member Posts: 2

    I think this would be the best option for setting up the level unlock/lock functions on an RPG i'm working on for kids with autism. I've set up multiple "rooms" that the player can enter and play mini-games. I'd like to unlock the mini games in order and have them unlock the game-level rewards and options in the main map. For example, if a player completes each mini-game at level 1, they would unlock level two quests on the main map; once they completed all mini-games at level 2, level 3 options would be enabled.

    I'm really not sure how to set up the attributions for this, how many tables I'd need, or how to set this up without making tons of little attributes. I think that the dynamic menu creation would be a great help simplifying things but I'm really confused to be honest.

    Any suggestions?

  • AdrenalineAdrenaline Member Posts: 523

    You are the man, thank you for this!

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,859

    @stueynet‌ -- Fantastic tutorial! Thanks for sharing with the GameSalad community!

  • stueynetstueynet TorontoMember Posts: 166

    Hey all. I added part 2 where I show you how I do level unlocking. Its pretty straight forward and I am not sure its the best way but it works for me.

    My Latest GS Game - Tiny Spirit
    My First GS Game - Dashing Ralph

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