Timers - A better way of doing them?

In my upcoming game, a player is given an extra life every 3 minutes, once they lose a life, or all of them. Once the player runs out of lives, they are taken to a new scene and this is the current problem.

The counter sits on zero minutes for almost 5-10 seconds before displaying how long (example +3 minutes, then +2 etc) I dont have it counting down in seconds, although this would nice be.

I need a way of the game calculating the time faster. Is this even possible? My current work around is to have a 'please wait' displayed and vanish after 8 seconds. Any ideas?

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Best Answers

  • pHghostpHghost London, UKPosts: 2,342
    Accepted Answer

    I made a demo of how it can be implemented. I set it up with max 3 lives and 15 seconds to get a life, for quicker testing, but you can just switch the necessary numbers.

    The white square follows your mouse and loses a life when it touches a red square.

    If the lives are under 3, then every 15 seconds you get +1 life.

  • MarchiefMarchief Posts: 98
    Accepted Answer

    There is a template on gs helper as well that will work for calculating the time passed since the last addition as well so it works if they quit the game.

Answers

  • pHghostpHghost London, UKMember Posts: 2,342

    @jigglybean said:
    In my upcoming game, a player is given an extra life every 3 minutes, once they lose a life, or all of them. Once the player runs out of lives, they are taken to a new scene and this is the current problem.

    Wait, they get an extra life when they lose a life? So they don't lose a life at all? COnfused here.

    The counter sits on zero minutes for almost 5-10 seconds before displaying how long (example +3 minutes, then +2 etc) I dont have it counting down in seconds, although this would nice be.

    The timers in GameSalad are fast enough, especially if you are talking about time in minutes. I made a timer app using GS and it works perfectly. There has to be something in your game logic which causes this behavior.

    How are your rules set up?

  • jigglybeanjigglybean Member Posts: 1,584

    The timer only starts if a player loses a life already. Max of 5 lives. The idea being that they can purchase more, but I have removed that option for now.

    I will look at the code again and take a screen grab.

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  • jigglybeanjigglybean Member Posts: 1,584

    thanks all. I will have a play this weekend

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