GameEditor DLC

Game Editor comments and discussion.

GameEditor DLC

Postby knucklecrunchgames » Thu Oct 31, 2013 11:12 pm

Hello guys haven't posted in a while (by the way HAPPY HALLOWEEN!) So I'm making a game packed with dlc like extra levels and skins.

Can one dat file change or add code to another dat file, for example

I install load a dat file and it adds the new skin animation on my game.

Can GE do that?

Thanks KnuckleCrunchGames

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5657382-halloween-pumpkin-jack-o-lantern-on-a-black-background.jpg
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Re: GameEditor DLC

Postby DarkParadox » Fri Nov 01, 2013 4:51 am

There's a sort of work-around way. There's no way to do this simply.
The attached file has an example. Moving the "unlocks.dlc" from the folders to the same place as the DLC_TEST.ged and then clicking load will load the variables from the "unlocks.dlc" and enable certain DLC's. This is achieved by creating a variable in the game like the one shown in the .GED as an array, and putting it in a new save group (this one titled "DLC"). After that, a button was added that on mousedown, did an event like this:
Code: Select all
DLC[0] = 1;
DLC[2] = 1;
DLC[3] = 1;
DLC[5] = 1;
saveVars("unlocks.dlc", "DLC");

That code saving a unlocks.dlc that unlocks DLC's 0, 2, 3, and 5.
There are other ways of saving and loading data files, and you can seperate them into single files that unlock single DLCs if you want to.

This is probably the most basic way to do it, while there's other ways with more advanced saving / loading functions.

(You'll need to download the 1.4.1 Beta to view the demo, go do that now! Also ignore the global code and drawText functions, if you want them, click the "Black hole of codes" link in my signature to get it)
Attachments
dlc test.zip
Ignore the global code and draw text functions, it's just there to well, draw text and gradients.
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Re: GameEditor DLC

Postby knucklecrunchgames » Fri Nov 01, 2013 2:53 pm

thanks DarkParadox :)
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