guimas
Central Cavern
Posts: 2
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Post by guimas on Mar 23, 2016 22:40:38 GMT
Hi ,
how can i restart the game after lost all lives, restarting in the Intro/Menu event where i can choose the Keyboard or Joystick. In my game when i lose it goes to basic.
Thanks
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Post by lamptonworm on Mar 24, 2016 20:34:35 GMT
Hi, you may want to try saving your game with a basic loader. From the manual -
"If you save the game with a loader, it will loop back to the start when finished, otherwise it returns to BASIC so you can write your own end-of-game routines."
Hope it helps!
Cheers, LW.
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guimas
Central Cavern
Posts: 2
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Post by guimas on Mar 25, 2016 8:43:31 GMT
Hi,
Thanks a lot for your help, Lamptonworm. I missed that part of the manual.
Cheers
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Post by lamptonworm on Mar 25, 2016 17:07:44 GMT
You're welcome.
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Post by andrewvanbeck on Mar 29, 2016 11:21:42 GMT
One thing I tend to do is have screen 0 (or any screen really) as a level select screen, or intro screen. Then when the player uses up all their lives, set the screen to 0. You can check the screen in the main loop, and just have it go to screen 1 if the player presses fire... IF SCREEN 0 IF KEY 4 NEXTLEVEL ENDIF ENDIF Not sure if nextlevel is the proper command. This way you'd just leave the player character off screen 0, and you have a whole screen to use for an intro. I used this in a Crate Box demake to select one of 4 areas, and in a Meat Boy demake to show the level progress, like a path consisting of 15 levels where the player has to complete the previous level to progress. Plus, I find that usually screen 0 corrupts with the sprite positioning, so I try to keep sprite off it, or have a specific sprite type just for that screen... I wouldn't use screen 0 in your actual game, if it corrupts the sprite positioning it could kill the project. My rules of thumb... * Save often, save before testing the game, then load before doing any work - so you don't test the game then work on it afterwards. * Only create or edit 1 piece of text at a time, edit your text, then go back to the main menu each time. Text messages corrupt very easily, and can kill your project. * Try and identify all the sprites you need early on - even just have placeholders. Adding sprites and objects to an established game can cause corruption, as memory has to be reorganised. * Try and do as much coding as you can while you have a lot of memory free. Large event codes need free memory to be edited - I've been in the situation where I have to delete sprites to edit code then recreate the sprites again. Horrible. * Keep note of your variable usage, and remember Q and R - I always forget those variables are available - I like to have Excel open to keep track of sprite images and frames, variables, and events. * Keep message printing and putblock commands to an absolute minimum - these are flaky, especially putblock - seems to corrupt the screen quite easily and they can be quite slow. Avoid using putblock in the main loops. * ZX Paintbrush - it's a vital tool, use it to plan out blocks and sprites, and for creating loading screens... loading screens add a couple of minutes onto loading time, but it's just not the same without them ... seriously, when you put your game on a real spectrum, you want a loading screen, really adds to the nostalgia factor. Honestly, out of all the platforms I make games for, nothing put a smile on my face like loading up my own speccy game.
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