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A forum post by Xenareee

Never hope no one would spoil the ending. Try to program as if the player wanted to break the game ASAP, haha ^^

The certain levels are sepatare scenes from the hub room, or are in the same one?

My solution would be making a variable for each level that needs to be completed to progress. (If levels are in separate scenes, have "persist in dream" turned on, and paste them to every scene. This way they persist between scenes, literally.) For example, if level "cave" is completed, change variable "cave" from 0 to 1. You can even save multiple states of completion like this!

Then, dialogue. Place a variable modifier, set it to "obtain", and set it to "cave" (you can use up/down keys on your dpad to choose from existing variables instead of typing). Now the modifier reads the value of the "cave" variable. Place a calculator, wire the modifier to the A slot. Set the calculator to "=", and a second value to 1. Now, you have a basic piece of logic: "if the cave level is completed...". You can wire the calculator output straight into the dialogue and other things if you wish. It will be on when the "cave" value is equal 1, and off if otherwise. The NOT gate can be used to program a dialogue when the player has not yet completed the level. You can do what you want with it! :)

Sorry if my way of explaining is a little messy, but it's really simple. So in short, variable that changes when you complete the level, a piece of logic that reads that, and linking that to the dialogue.

Hopes it helped! ^^

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