Topic: Continue screen?

I had this on the VA: TG mod page, but since it's a question, I think it'd be better off here.

I have yet another question about the engine; I'm concerned about the difficulty players will have when going through the later levels, so is there a way I could edit the Game Over scene to link to a continue screen which would take the player to the act that they were in? And if so, how would I make such screen? (I'm guessing that it's just writing out "Continue?" with textout_centre, then using on_button_pressed to take the player to the act.)

-SGWaS

Re: Continue screen?

Hey SGWaS,

Yes, you'd have to write your own Game Over scene. It would be a level, like any other, except that it wouldn't be playable. So, when creating such a .lev, set players to "None". See below:

http://opensnc.sourceforge.net/wiki/ind … on#players

Also, set your startup object (in the .lev) to an object holding your custom logic.

Re: Continue screen?

Thanks for the info. How would I make it so the Continue screen would appear after the Game Over scene? Would I edit the last line in gameover.c ("quest_abort") and put in "load_level (name of continue screen)", or a line of code similar to that?

-SGWaS

Re: Continue screen?

It's easier if you make the whole thing via scripting.

See this: http://opensnc.sourceforge.net/wiki/ind … ayer_death

Re: Continue screen?

Okay. If I use on_player_death though, the continue screen would appear every time the player loses a life, not at a Game Over. The camera would also immediately cut to the screen before playing the death animation and fading to black first.

Also, how would I make it so the level the player died on is the one that is being loaded when the player does choose to continue? Sorry about all of these questions; I haven't really coded much with this engine yet. hmm

-SGWaS

Re: Continue screen?

Maybe the lives() function may be of use.
http://opensnc.sourceforge.net/wiki/ind … _functions

The script may look like the following:

state "waiting" {
  if "lives() == 0" "game_over_screen"
}

I am not sure if the above would work exactly as is, though.

-- svgmovement

Re: Continue screen?

Thanks for your help, but the Game Over scene would still be ran before the lives counter goes to 0, and thus abort the quest before the continue screen gets a chance to appear.

It's alright if we can't get this working, since some of the later levels are quite generous with extra lives.

-SGWaS