Highscores
Lucamc
Member, PRO Posts: 60
I created two high scores like in splashy fish(for normal and for extreme). My problem is that when I am playing extreme (and once I dye it goes back to main menu) it saves the extreme high score to normal aswell and vise verser. So it doesn't differentiate the levels. Any help?
Thanks
Comments
Its something in your rules. If you want private message me a copy of your project or just post screenshots of your rules.
Make sure you have different attributes for both level highscores and check your saving it to the correct attribute
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I made different attributes and I saved them to the coresponding attributes but it still doesn´t work.
If you could post some screen shots of your rules It would give me a better understanding, also of your attributes you have added
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I made screenshots but I am not really shore how I can post them. How can I do that?
Thanks
Drag the image files from your Desktop or folder directly into the message body. Or use the attachment icon in the toolbar right above the message field.
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@Lucamc I see people still responding so please be patient and don't PM me about this. This really is a generic Gamesalad question. Thank you.
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Click the attachment button and select them images or upload them to imgur.com and post the links here.
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http://i.imgur.com/nd64tpm.png
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Unfortunately, those screenshots aren't very helpful except to show what you're missing (and perhaps that's the problem!). For a high score system to work, you must load the key into an attribute at the beginning of the app (or scene) and you must save the attribute to the SAME EXACT key. If you have two high score attributes, then you will need two unique keys.
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but one is called high and the other highscore.
I couldn't tell that from the screenshots and you didn't provide any evidence of Save Attribute behaviors, nor did you show both Load Attribute behaviors that would be needed for two keys. So I'm just guessing/grasping at straws. I recommend you Google save high score gamesalad, click on the Videos tab, and watch the video(s) there to get a better understanding of how this works.
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http://i.imgur.com/nd64tpm.png
http://i.imgur.com/ThdfBMC.png
http://i.imgur.com/LVAs4rT.png
http://i.imgur.com/C6n1o5a.png
I think I know the problem. I have two scenes (one for normal and one for hard). I switched the normal score and high score off. I played in the normal level scene and some how my high score for the hard scene was counting (I always have both high scores on the top right on both scenes). It also happens vise verser.
How can I fix that?
Those rules look really confusing to me because you've chosen attributes and keys called high and highscore and you're doing things like changing game.highscore to game.score when game.Score Orange is greater than game.high. Those are four different attributes that shouldn't be in the same rule together. Unless you can explain your reasoning behind that, I'd say that's why it's not working as expected.
Anyway, I hope the videos provide further assistance.
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I watched a lot of videos and I did it like this.
Rule
When actor overlaps or collides with actor of type Obstacle
Change Attribute game.number to game.number+1
Change Attribute game.highscore to game.number
Save Attribute game.highscore Key:highscore
And I also put a load attribute in the intro.
Is it correct like this? If not could you tell me how you do it?
I'm sorry I couldn't be of more help. I recommend finding a demo or template that has a working high score system and then learning from that.
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I used two different tables. While I am playing normal the hard high score does not change anymore but when I go back to main menu then it does.
I am saving to the correct table.
Any help?
Thanks