Mr.S Posted June 11, 2006 Report Share Posted June 11, 2006 I need helping making my checkpoints work. So far i have them working on a Save and load system but its not the best way to do it. Can anyone help. I have objcheckpoint, and objsonic. Link to comment Share on other sites More sharing options...
LarkSS Posted June 11, 2006 Report Share Posted June 11, 2006 What program are you using? Link to comment Share on other sites More sharing options...
Mr.S Posted June 11, 2006 Author Report Share Posted June 11, 2006 Game Maker 6.1 think you can help ? Link to comment Share on other sites More sharing options...
LarkSS Posted June 11, 2006 Report Share Posted June 11, 2006 Ouch, GM. Ah well, I'll give it a try. ( I'm a MMF user myself, but I've used GM once ) You need to make two values. It would be best to make them global. Call one 'global.checkpointX' and the other 'global.checkpointY'. Now when Sonic touches the checkpoint, set 'global.checkpointX' to Sonic's X and set 'global.checkpointY' to Sonic's Y. Now when Sonic dies, restart the room. Make it check at the start of the level if one of the checkpoint values is greater than 0. ( They both should be set to 0 at the beginning of the game and when you complete a level or loose all your lives ) If they are greater than 0, set Sonic's position X to 'global.checkpointX' and set his Y to 'global.checkpointY'. That should take care of it. Since the room restarted, all enemies and rings should be back. If you want to remember time or certain items collected or triggers activated, just store it in a value just like Sonic's X and Y and have it recalled at the start of the level. Link to comment Share on other sites More sharing options...
Mr.S Posted June 11, 2006 Author Report Share Posted June 11, 2006 Thanks i'll give it a try Link to comment Share on other sites More sharing options...
Andrew Posted June 12, 2006 Report Share Posted June 12, 2006 Just make sure when the player finishes the level that you reset the values to 0 so they don't start at checkpoints at the next level. Link to comment Share on other sites More sharing options...
revolutiongames2004 Posted June 29, 2006 Report Share Posted June 29, 2006 save all the points and level name and your variables(lives, time, rings, emeralds..ext) to a dll and retrieve them when you need them, send the player to the point and assign emerald status, arm the clock and distribute the rings Link to comment Share on other sites More sharing options...
LarkSS Posted June 29, 2006 Report Share Posted June 29, 2006 He's doing a checkpoint, not a savegame feature... Link to comment Share on other sites More sharing options...
revolutiongames2004 Posted June 29, 2006 Report Share Posted June 29, 2006 i know that, what happens if you get a time up tho, you need the time and ring variables Link to comment Share on other sites More sharing options...
LarkSS Posted June 30, 2006 Report Share Posted June 30, 2006 After you die, your ring variable should be 0, so it doesn't need to be loaded. About the time that is true. That can be saved and loaded after dieing and returning to a checkpoint. Link to comment Share on other sites More sharing options...
revolutiongames2004 Posted June 30, 2006 Report Share Posted June 30, 2006 right, but if you have the special minigames, you need the rings Link to comment Share on other sites More sharing options...
LarkSS Posted June 30, 2006 Report Share Posted June 30, 2006 Ah, then that's true. You'd also need to make a shield variable as well. Link to comment Share on other sites More sharing options...
revolutiongames2004 Posted June 30, 2006 Report Share Posted June 30, 2006 ah good one, i forgot about that Link to comment Share on other sites More sharing options...
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