Switch scene versus reload scene

Nathbo

  • Posts: 388
Hello,

I noticed that the pre-shipped behaviors use the switch scene transition.  If I am not mistaking this does not create it again.

I have a level selection scene to which the player will return to after completing the level (or if he quits) , then the level selection has a behavior on create to load the correct image if the level is locked, completed etc...


So should I switch my behaviors to something else than when created, or use the reload scene transition....

Any bugs with this in iOS ?

Thanks
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toml2003

  • Posts: 351
I'm not sure what you mean really, but basically Switch Scene it used to switch to a different scene, like a new level or the menu scene. Reload Scene is used to restart a level, it reloads the current scene you are on. I don't know if there are any advantages but I guess it's mainly for restarting a level button.

Nathbo

  • Posts: 388
Ok

Really what I need is the most efficient way to get all my select level buttons to go and reload their lists to see if they are locked or not

So once the play ends I update the value in the list and then switch to the level select scene and see it with the new status.

I have those events on the 'when creating' event.
Should it be on the 'when drawing' or the 'always'  I saw that those are on every frame.. and really I only need it to happen once on the switch scene...


thanks
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supergarfield

  • Posts: 62
Have a game attribute thats a number and every time you beat a level, it goes up, then have it show the amount of unlocked levels based on the attribute
Hi im new!

Nathbo

  • Posts: 388
I want a little more complex than that...
I unlock mutliple levels at the same time when condition on completed level.. for example I unlock 4 new levels once the first 4 are completed... but they can do the first 4 in any order..

So the logic of having only a number does not work...
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