I have looked high and low; read and re-read the manual as well as experimented with the available options in the engine. I am going to go out on a limb here and ask is there any way to trigger an action based on the score? Specifically I want to try and have some text pop up temporarily at different intervals based on the current score. Basically like a little reward for the player similar to this: 10 points= AWESOME! 50 points= KEEP IT UP! 100 points= Did you make this game? so on and so forth... Ideally I would like them to be a single frame animation in a speech balloon thing. Any help would be appreciated. It would be a shame if the engine isn't set up for something simple like that.
Just make an event observer - for example - that looks at score 50, with a new UI that contains the text in the open part of the UI. You even can animate it, so yeah, this is pretty much possible. Just don't call it "action" as this can mislead some users in Buildbox.
all you need to do is use observers to load duplicate UI with autohide on the messages to give a fade... here is a bbdoc for you to study... https://www.dropbox.com/s/c6k3cxbl1tv78df/point_based_messages.bbdoc?dl=0
looks like @Christoph was posting the same thing at the same time lol i like his idea of animating it better than just autohide
Great tips and thanks for the share of the file @heathclose - but wont all this UI loading just clog up memory in your game?
Everything you do will take up memory or cpu. But I don't think some additional UIs will break your game. Just don't over do it. Having said that, I think the main problems with memory issues in Buildbox games are big graphics/animations, spawners and wake-up elements.
Everything that is over a 1:1 ratio. Never scale down. Sorry if I misspelled that. And another rule would be not to go above 2 atlases. Even though some games can work well with up to 5 I guess. But two or less atlases are always better. Update: Ha! And thinking about it more: lights are eating up the cpu/gpu and effects like the reflection are killing most devices. So generally speaking, just don't use too much of anything. A good balanced game is always best.
Yeah I have the ratio figured out, but the game i am working on has 7 atlases so far. It will be all but impossible to stay within the limits of 2? I'm also testing as I go, and it works on all devices thus far.
Wow guys! Thank you very much for the input. The overwhelming response is unbelievable. They said the community for Build Box was knowledgeable and helpful and everyone proved it to me today. Again thank you so much.
@Andy @heathclose Why this method it dosnt work with advanced move and component action button am i doing something wrong i thought that bug was fixed in earlier release i mean having component action in multiple ui as when the event observer get activated to change the ui the game suddenly get stuck. all my game depend on this to make it work.