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How do I check a key input sequence with midpoint fails?

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So right now, the PlayerActor is basically on rails, and there's a queue of obstacles.
I want to require the player to input a key sequence to destroy the obstacle, but have it vary by obstacle.
If the player botches the sequence, they should take damage.
But I have no idea how the step-by-step validation would be structured in Game Salad.

Like, I want the player to need to hit Up then Down for the first door, but Up Up Down for the next door without it having been pre-loaded by the inputs for the prior door. Right now I'm controlling that with the Collision behavior, so that only the door which the player is next to watches the input sequence.

But, I'm drawing blank on how to check a sequence.
My brain is saying "Have a Step1Complete Boolean you turn on and/or a Step1Wrong Boolean to trigger the health loss" but then I'm getting confused with how to break that up across the Do/Else in a single ruleset. As best I can tell, if I put each step in its own rule, it's going to check each point of the sequence on each key input. I've looked at some Simon-esque stuff, but I don't have the same degree of compartmentalization as the four different actors provide.

Is there something with hidden actors I could do?


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