Just curious how you create your Tutorial levels?
- do you configure you game level as "tutorial or 0" so it runs like a script of actions, animations/movie clips, bubble text etc.. all scripted.
- do you dedicate a new scene just for a tuturial, scripting everything.
- do you simply play the level as you would, but have a flag initially set to FALSE, when a user does something for the first time, it fires an animation/sprite layer/text etc, then sets the flag to TRUE so it wont happen again...
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Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
http://artleeapps.com/
Bubble Adventure - Colors
In a very old game of mine called HydroCarbon (written in Objective-C in 2009) I decided to add something like Help-Me and then have this work for just 2 levels in the Lite version and make a full-fledged version with help-me for all levels. I had to script the help-me as if the player was playing/making those moves and the app would respond as it is supposed to. So in essence, your game will respond to the engine as standard, the tutorial has to have certain triggers that would alter/change the way things are supposed to be, like show a modal popup, inform the user of something, etc. (Maybe if I get some time, I would write an article on this. However inputs from some other developers that have actually used this in their apps amazingly would be nice.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
along with that, there are games, where if you find something for the first time whiler your playing, it will show a popup explaining how to use it etc.. that would be the easy bit.
But please if anyone has more 2cents to offer to the pot, feel free to chip in
http://artleeapps.com/
Bubble Adventure - Colors
Luckily it wasn't as painful or tedious as I thought it would be because most of my game components have been reusable. Keep in mind it's a puzzle game so it's not terribly complex, but the tutorial uses various smaller game play areas in an attempt to not overwhelm the player.
I've also incorporated the tutorial in the game selection scene so it runs automatically, but doesn't get in the way of starting a game. It's there for people that want to watch it, shows some action/motion and hopeful helps to up-sell the expansion pack.
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