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saving and loading attribute not working?
by tatiang ·You'll need a separate Key for each unlock. If you have more than about three values to store, I'd highly recommend using tables instead of Load/Save Attribute behaviors. -
saving and loading attribute not working?
by RawanAlodeh ·correction, 1st picture is the load attribute which is at the begining the "click to play" scene. 2nd one is the lock and 3rd one is the actor collides w/ to unlock next level -
saving and loading attribute not working?
by RawanAlodeh ·the lock on the level. the 3rd one is the load attribute -
saving and loading attribute not working?
by tatiang ·You use the Load and Save Attribute behaviors. Can you post screenshots of these? -
saving and loading attribute not working?
by RawanAlodeh ·hey guys -
Scene attributes
by tatiang ·If you don't have a mathematical pattern then you would use a table where each row holds the value for that level (e.g. row 1 for level 1, row 2 for level 2, etc.). Wherever you need to use the value -
Scene attributes
by cgaliano ·per scene is, if you think in plain English, an attribute or a property of the scene itself, and it should be referrable by any other object interacting with that scene, whether the reference is in t -
Scene attributes
by Armelline ·You need to think of a scene more as an actor. Scene attributes are like self attributes for the scene. They aren't intended to be interacted with in the way you want. I understand what you're wanting -
Scene attributes
by Summation ·As you can see, the prototype of Actor 1 has an attribute called "enemies" with a value of 0. -
Scene attributes
by Summation ·In that case you may want a "spawner" actor (or something similar) with a self attribute, probably called "enemies." You can unlock this attribute without having to -
Scene attributes
by Summation ·(Quote) -
Universal build + Tables... How to make it work together?
by pokapola ·I think (not sure, just my logic) in order to create a universal build in one scene, you need to have one attribute that constraint a Y-position in the first screen. Then all of the actors in the seco -
Scene attributes
by cgaliano ·hi @Armelline . Creating a separate game attribute for each scene would work, but that would defeat the purpose of a scene attribute that always has the same name (so you can refer to it from every sc -
Scene attributes
by cgaliano ·@tatiang , the number of enemies to be killed is to set for each scene (for example scene 1 has 5 guys to kill, scene 2 has 10, scene 3 has 20 and so on). I would like to build a logic, common for all -
Scene attributes
by Armelline ·It's important that Scene attributes cannot be accessed from scenes other than the one they reside in. If they could be, they would be no different from Game attributes. As the others have said, you s -
Scene attributes
by tatiang ·You reset them manually with an actor in each scene that has a bunch of Change Attribute behaviors such as Change Attribute game.enemyCount to 0. -
Scene attributes
by Summation ·In the Game tab, just click the plus icon to create a game level attribute. -
Lifebar questions
by Summation ·(Quote) -
Lifebar questions
by tatiang ·To clarify, are you wanting the HP bar to start at 100 pixels no matter the HP value and go down towards zero pixels as HP decreases? As @Summation suggested you'd constrain the width to game.HPremai -
Scene attributes
by cgaliano ·how do you then deal with counters and things that build up within a scene, but are to be reset at the beginning of every new scene? say for example you need to kill a number of enemies on every scene