thanks for ther support.
Basically withouth having stars on animation buttons sprite on the selectlevel layout (after achieving a level) I were able to store data.
I try to explain : the player can take coin, gem, key (3 mandatory to go to next level) and has a score depending on enemies dead.
So these are all global variabiles in mine eventgame sheet but I don't mind to save.
Collectedstar (1 2 or 3) is a variable depending on score so, on how many enemies the player kills. At the moment score 5 = 1star 10 = 2stars 15 = 3stars
On Selectlevel event sheet I put an Array that says wich frame , locked or unlocked or animations 1star, 2star , 3star has to have the spritebutton. So it is an array with one dimension and 5 column. In the selectlevel event sheet I have also a global variable that is currentlevelA
When the player win, the action I put (in the event game sheet) in the array is: (line 49)
player win -> array : set value currentlevelA to max(2+CollectedStar,levels.At(currentlevelA))
I did all this following the video tut in the link I put above and all works fine I've just change somethings a little bit.
I think I have to save currentlevelA and apply animation to the frame using the array but I'm not able to do ?
imhotep22 I see your example but you call also some functions and I do not understand very well what they do, then I think you use also array for levels and should be interesting understand how do this for multiworlds because now I'm thinking just to vreate different copy (not duplicate) of select level sheets for each world.
I put all the event for localstorage in the menuevent sheet because is the first of the app . I put also one event at the end of eventgame sheet to save currentlevelA data but it doesen't work (line 100) .
Can you please be so kind to check the apk?
Obviously it is a working in progress so just some levels bad done just to test. The player is at the end of layout so to finish fast.
https://drive.google.com/open?id=0B5PJd ... lMtNllRTDg
Thanks a lot.