dear fellas!
I just wonder if there is any specific method to implement an on-screen tutorial in the first scene of my game? for example, show the user where to touch to activate hotspots and how to touch to activate the Inventory menu? or to drag inventory items on hotspots? and of course, all should be during gameplay so that the whole game follows remains intact.
It looks like you're new here. If you want to get involved, click one of these buttons!
Comments
The physics demo has a tutorial, I think it uses a menu (or many, can't remember).
You should download the demo and see if that approach works for you.
tnx. any advice or recommendations?
Using a Menu to display the tutorial text is the way to go.
So far as how that text is stored goes, there's a couple of ways to go:
To change what tutorial is shown on-screen, you can then use the Variable: Set Action to update the variable's value - and, in turn, the menu.
You'd then turn on the Menu, and update it as the player completes the different instructions given.
The state of an Objective can be updated with the Objective: Set state Action - and it can be selected after. The selected Objective can also be displayed in a Menu's Label element. This technique is indeed used by the Physics demo.
If you import the package (best in a separate project for easier reference), see how all the tutorial states are defined in the Inventory Manager's Objectives tab, and how they are updated in-game with e.g. the "After intro" Cutscene.
tnx, I'll check that. What about showing the user where to click or touch? Is there any way to accomplish that type of on-screen tutorials?
How to you mean, exactly? It depends on the context.
If you want the player to click on a specific Hotspot, you'd use that Hotspot's Interaction to update the tutorial with the next step.
This is for a specific Hotspot?
Create a separate Cutscene that handles the updating of the tutorial text, and then have it so that choosing any of the Hotspot's Interactions runs it.
This can either be done by using an ActionList: Run Action to trigger the Cutscene as part of the Hotspot's Interactions, or hook into the OnHotspotInteract custom event to trigger it through code automatically when any Hotspot interaction is run:
This method also allows you to easily make sure it's only run once and not again with repeated interactions.
tnx, Chris. I manage to implement what I needed through listening to the event manager. like so:
then I manually create interaction for showing hand on a hotspot in the first place and a procedure to finish the tutorial and run it from the action list by calling Object:Call Event to finish it. It may not a robust job but, it works!