GDrama97 wrote:
how do you make it so when u reach the goal the game transitions to the next level
Okay, here is one way:
Put this in a sprite that is decorated for a goal, like a flag:
when gf clicked set [level v] to (1) if < (level) = [1]> go to x: (0) y: (0) // Put the coordinance for were you want it to be showDo that for every level, except the "set level to"block.
when gf clicked switch to background [level 1 v] forever if < (level) = [2] > switch to background [level 2 v] end endAnd so on.
when gf clicked forever if <touching? [player v]> change [level v] by (1) endThat should work.
Last edited by CAA14 (2013-02-21 22:10:59)
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when i followed the scripts that you show me i went to the goal and tried to go to the next level but it just flicker in out and the when i went away it would stay on the level i was currently on how do ii fix that.
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Okay, you report the first post and then say, "Pleas close" or something.
Please post you scripts, it will help me help you much better, i promise that you wont have to worry about me copying you.
Oh, sorry, i forgot to tell you that the last script was for the "flag" or warp that takes you to the next stage.
I don't understand you 3rd question.
Regards,
CAA14
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GDrama97 wrote:
do u want me to just put my game on my account and then u can download it and see all the scripts rather than just the ones answering the question
Yes, that would be much easier.
Regards,
CAA14
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GDrama97 wrote:
did u get the project to see if you can fix the problems i am having
I will look at it, but i may not answer for awhile... I am pretty busy.
But i will definitely get back to you once i have found the problems.
Regards,
CAA14
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GDrama97 wrote:
are you able to get back to me in like 1-2 hours
Maybe, but if i don't i will try to tomorrow.
Don't worry, i will help you.
Regards,
CAA14
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Okay, i just looked and some of it i am not sure where you're going with it, but anyway, what exactly isn't working for you?
Regards,
CAA14
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One thing is that on your platforms, you don't specify a "y" position like you do for the x.
Regards,
CAA14
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i am wanting to have 10 levels in my game . there will be 4 enemies in my game a crab which is worth 1 point when killed a bat which is worth 2 point when killed a monkey which is worth 3 and a lion which is worth 4. the objective of the game is to navigate through each level and get to the portal in order to reach the next level. in order to get to the next level you have to kill the enemies in your way and break the brick in order to collect the coin which will improve your score. I'm also wanting to make it so when you complete a level you receive an upgrade for example faster shooting, long range, more bullets etc. in this game each level will get progressively harder with more enemies to kill.
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i am wanting to have 10 levels in my game . there will be 4 enemies in my game a crab which is worth 1 point when killed a bat which is worth 2 point when killed a monkey which is worth 3 and a lion which is worth 4. the objective of the game is to navigate through each level and get to the portal in order to reach the next level. in order to get to the next level you have to kill the enemies in your way and break the brick in order to collect the coin which will improve your score. I'm also wanting to make it so when you complete a level you receive an upgrade for example faster shooting, long range, more bullets etc. in this game each level will get progressively harder with more enemies to kill.
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Well... I hate to say this but, i do not understand trig or geometry, so your "x offset" and all that totally throws me. I will post the way i would do that:
Put this in Antonio:
when i receive [gameStart v] show forever change y by (-10) end
when i receive [gameStart v] go to x: (11) y: (156) forever if <touching color? [#000000]> // You will have to make the outline of change y by (10) // your platforms the color you choose, and then set that color above. end endAnd for your motion put:
when i receive [gameStart v] forever if <key [right arrow v] pressed?> switch to costume [WALK1 v] change [scrollx v] by (-5) if <key [left arrow v] pressed?> switch to costume [WALK2 v] change [scrollx v] by (5) end end end end
when i receive [gameStart v] forever if <key [space v] pressed?> switch to costume [JUMP UP v] set [jumping? v] to [yes] repeat (10) change y by (30) end set [jumping? v] to [no] end end
when i receive [gameStart v] forever if < (killed?) = [yes] > switch to costume [DEAD v] broadcast [gameOver v] end endMake sure to also put:
when gf clicked set [killed? v] to [no] set [jumping? v] to [no]Also, put this in every one of your enemy sprites:
when i receive [gameStart v] forever if <touching? [antonio v]> set [killed? v] to [yes] stop script end endAs for the motion of the platforms, it looks like you know what you're doing, but if you want to know how i would do it, then just ask.
Last edited by CAA14 (2013-02-22 20:19:32)
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GDrama97 wrote:
are you able to me achieve that
Yes, and i think you can figure out most of that easy seeing your current script, but if you can't then i can try to tell you how.
Yes, what you want is possible, and i think as far as the point system, you've got it.
As far as the "upgrades", you can set a variable called "speedRight" and initialize it to -5 and vice versa for "speedLeft", then you can use that in the speed like this:
change [scrollx v] by (speedRight)Then, once you have the portal set up, you can put this script:
when i receive [gameStart v] forever if < (level) = [1] > if <touching? [antonio v]> change [speedRight v] by (-2) change [speedLeft v] by (2) end end endRegards,
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GDrama97 wrote:
How do i make my title screen with only my main character and the words adventures of Antonio not the other sprites ion the game
Rather than post another long post, i will make a simple title screen and then let you change it to how you want it, is that okay?
Regards,
CAA14
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