Struggling with 2 saved attributes

I am working on a game that gives a score and then saves a highscore which I have set up to save attribute to key 'a' every 0 seconds, and then at the start scene to load it up. This works just fine, but when I try and implement another object that the player collects using the same method of saving and loading the attribute to key 'b', however it seems to combine the two together, adding the highscore to the collected items, and then rendering the highscore as 0. I have no idea why it does this as they are completely seperate.

Thanks in advance for any help.

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    edited November 2014

    Not sure I understand correctly, but I'm willing to bet its because you're saving the attribute every 0 seconds. Why are you doing that?

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    Post a screenshot of your rules for saving and loading attributes. Also double-check that your save and load actors on each scene are locked/prototypes and not unlocked which could be causing confusion about which rules are actually in use.

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  • AppulocityAppulocity Member, PRO Posts: 46

    @tatiang said:
    Post a screenshot of your rules for saving and loading attributes. Also double-check that your save and load actors on each scene are locked/prototypes and not unlocked which could be causing confusion about which rules are actually in use.
    @Braydon_SFX said:
    Not sure I understand correctly, but I'm willing to bet its because you're saving the attribute every 0 seconds. Why are you doing that?

    Thanks for the responses, I actually managed to fix it. For some reason it was messing up when both attributes were saved to an alphabetical key and worked when one was saved to key 'a' and the other to key '0'. No clue why this was the case, but so long as it stays fixed I'm not complaining.

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