Tips on game `structure` within G.E ?

Game Editor comments and discussion.

Tips on game `structure` within G.E ?

Postby akhad » Sat Feb 17, 2007 4:14 pm

One thing that I'd like some info on is the whole structure of a GE game, that is, how to best start a game, complete a level and advance it, then after losing all lives, end up at the title screen, ready to go again. For example, the space invaders demo within GE. The user sets up his ship, the lasers and places the invaders by hand (after cloning) . The game is therefore initialised, a quick key press and they begin descending. These invaders are then shot, and disappear (Destroy Actor). After ALL are shot, how to get to the next level (initialised screen), with the next batch of invaders ready to start descending again? I'm guessing that the initialising needs actual coordinates for the invaders, and should be created(Create Actor) as needed, rather than positioned `by hand` like the example invaders ?

Hope that's clear enough.
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Postby Troodon » Sat Feb 17, 2007 8:41 pm

Well...you can for example check the number of invaders and then take you to the next level.
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Postby DilloDude » Sat Feb 17, 2007 9:36 pm

To position the new ones, you can either place them before hand in another activation region, or use some code, like a loop. If they are placed before hand, you may want to not completely destroy them, or have another invisible actor that creates them, as once they are destroyed, they will not reappear without loading the game again.
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