What is your lives system?
when gf clicked set [lives v] to [5] forever if <(lives) < [1]> stop all // or whatever happens upon death when i receive [died v] // or whatever you use for sensing death change [lives v] by [-1]also you might want a
wait (0.1) secsafter changing the lives so it doesn't go down too quickly (unless it dies properly, iif you see what I mean)
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We can't really say why it doesn't work if we don't know what it is.
Grr 60 second rule >:U
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RedRocker227 wrote:
We can't really say why it doesn't work if we don't know what it is.
Grr 60 second rule >:U
It's my Pong: Ultimate Line game... here
Last edited by coolhogs (2012-03-10 16:50:18)
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Please use the Report system for reporting inappropriate stuff and asking for moderator activities (topic renames, topic closes, etc.) - not for asking for help on your topics. We've got lots of helpful people on the forums that can answer your questions - not just moderators
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Paddle2See wrote:
Please use the Report system for reporting inappropriate stuff and asking for moderator activities (topic renames, topic closes, etc.) - not for asking for help on your topics. We've got lots of helpful people on the forums that can answer your questions - not just moderators
Oh, ok, I will! Sorry!
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coolhogs wrote:
RedRocker227 wrote:
We can't really say why it doesn't work if we don't know what it is.
Grr 60 second rule >:UIt's my Pong: Ultimate Line game... here
Your game is incomplete, it's missing things such as subtracting from AI's lives. Remember to check through the scripts to fill out missing spaces.
If the lives thing is about the display:
when I receive [play'] forever if <(lives) = [1]> switch to costume [costume1 v] end if <(lives) = [2]> switch to costume [costume1 v] end if <(lives) = [3]> switch to costume [costume1 v] end endYou put the same costume for each life value, so the solution is as easy as selecting two costumes.
when I receive [play'] show forever if <touching [dot v]?> change [lives v] by [-1] endIf the dot doesn't reset positions when it touches the red line, then it will still touch the red line and the script will keep subtracting lives.
if <touching [dot v]?> change [lives v] by [-1] broadcast [reset v] and waitFor the dot...
when I receive [reset v] go to x:[0] y:[100]
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Fordark wrote:
coolhogs wrote:
RedRocker227 wrote:
We can't really say why it doesn't work if we don't know what it is.
Grr 60 second rule >:UIt's my Pong: Ultimate Line game... here
Your game is incomplete, it's missing things such as subtracting from AI's lives. Remember to check through the scripts to fill out missing spaces.
If the lives thing is about the display:when I receive [play'] forever if <(lives) = [1]> switch to costume [costume1 v] end if <(lives) = [2]> switch to costume [costume1 v] end if <(lives) = [3]> switch to costume [costume1 v] end endYou put the same costume for each life value, so the solution is as easy as selecting two costumes.
But then for the red lines...when I receive [play'] show forever if <touching [dot v]?> change [lives v] by [-1] endIf the dot doesn't reset positions when it touches the red line, then it will still touch the red line and the script will keep subtracting lives.if <touching [dot v]?> change [lives v] by [-1] broadcast [reset v] and waitFor the dot...when I receive [reset v] go to x:[0] y:[100]
The display can be much simpler.
when i receive [play v] repeat until <(lives) < [1]> switch to costume (lives) // just make sure the costumes are in the right order
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