GamerDude96's Forum Posts

  • There are 3 ways my player can die, either by wall damage, bullet collision and enemy collision. If the player gets killed in either of these ways my event will take subtract 1 from the "Game" object I made global that fixed the lives to carry over to a new level. My jetLivesDisplay are linked to it in the event I shared. But only event wise.

  • The jet display 1 and 2 are not in the events in start of layout. They are out when the game starts and are not in events as visible or invisible.

  • Uhh, that IS the event to display the lives. there is no "display lives" event of just an event to display lives. The lives are already displayed at the start of the game/layout. the rest of the lives are hidden on start of layout. They are not in the event sheet of the start of layout as invisible or visible. But I will post that to let you see.

  • Hmm okay. Um hopefully this event screenshot might give you something to find wrong of what's not working. The Jet.LivesFam is a family for the lives display. They have a family instance variable called IDFam. This is to give each life display an number ID to assign order and to correctly mark off the life display in the correct order of losing a life or gaining a life.

  • Fib

    Uhhh...one more question. Now that I got my lives to correctly carry over to the next layout, how do I get the lives display to as well? Do I just use a global variable to check of the lives display correctly? For some reason, if I have 1 life and go to next level with 1 life left, it shows to 2 lives displayed still. If I die on the next level with 1 life, it corrects the life display to 0. I thought making the object global since I have them on every level as well and they use an ID variable to mark off a life display.

  • Thanks Fib, the second option worked! Thanks for your help too lion.

  • Because in each level you create the player again and he begins with default state and what I assume is instance variable lives.

    Yes I think thats correctly right on. I have the player on every level when you beat it a level. So, by default, it basically set back to the default variable.

    Fib

    Thanks for the options! Thank you both for the help!

  • Hey everyone, I want to know how to keep the current lives of the player when player beats the level and goes to the next one, like in pacman. When my player wins the level, even if the player has one life left, if he beats the level and goes to the next one, he has full lives again and I don't understand how or why. But I know it might have something to do with my players life variable. For the variable, the player has 2 lives to start with. Im trying to keep it current for all the levels if the player is to have 1 life or 0 lives left, it stays like that for all the levels until that player die or gain a new life. Any suggestions for this?

  • Agreed, I think uploading a demo version would be easier and you would have a much wider feedback from ppl.

  • Wow, I was just thinking what you been up to with this game! Nice to see how far you came with this game. It looks amazing and very fun to play. It looks fully completed now! I remember when I played your first early version of this game for android. I said to you that things needs to work on still. However the gameplay was fun. Graphically, I said that you should change the size of the fonts or lives, rearrange the design and adjust thing a little more to fit the theme of the game and overall look of things. This definitely looks more refined, professional and cleaner. I can finally say that this looks official as a fully completed game. Very happy and for you. Hope it really works and all go well. For some reason, I feel like you should take this game to facebook, which really looks like it will fit and do well on their platform. But thats just an idea. Anyways, keep it up. You should also follow me as well. Im planning on revealing the name of my game I've been working on for a while now in about 1-2 weeks. So be on the look out for my project on this forum. It will be the final update since I realized to just keep everything in one post and stick on it for ppl to follow for updates and hear news about it if they are interested. Once more again, take care and good job!

  • Wow. Cool effects! Thank you for taking the time to create these! Im planning on using the tournament style for a future game I want to work on and non-linear plot is what im aiming to pair up opponents against eachother and then move up from there.

  • No problem. Glad I could help.

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  • So.... did that help? Did you find what you were aiming for?

  • Hey, I think I can help you out. Im working on a project right now and the size of the layout is huge. The width is 4000 and the height is 8000. I create my own levels because they are not random. The reason why it's so wide and huge is because it's an actual maze that I want to feel like it's huge and so the enemy and player can navigate. There are many objects in it, and has effects for the outside. I made more than 10 levels btw with the same size and don't seem to lag. I have experience some but took out codes and things I was not using. I think a good idea for you to try is to make a 6000 width layout with the 500 size height layout to get the feel of a huge or long layout and go for there that seem fit to you. Last, when the player do reaches the end of the layout, just make an endpoint portal basically that loops back to the beginning of the level making it continue infinity on the same level. If that's what your aiming for.

  • Oh okay, well that's a good. Hope things turn out right with your game.