Holger wrote:Maybe I should give a high score even without this trick when the player dies and has already collected a score?
I'm not sure if that's a good idea to do for all levels. I suggest making it a level-specific option.
And by the way, for those who uses this trick: Remember that the time setting will also give you score! So the more time you have left (i.e. the less time that has elapsed since you started playing), the more score you will get from time bonus. So to prevent this, you could set the time bonus to 0 in the "INFO" level editor screen.
And instead of the time bonus you could make a CE like this:
Condition: Delay 1 second
CE Action: Set score + 1
> Remember that the time setting will also give you score!
Very good point here!
Probably the remaining time should not give any score at all if the player did not survive the end of the level -- else you could end with a solution that gives the most score when the player gets killed right after the start! :-o
Holger wrote:> Remember that the time setting will also give you score!
Very good point here!
Probably the remaining time should not give any score at all if the player did not survive the end of the level -- else you could end with a solution that gives the most score when the player gets killed right after the start!
Yes indeed. I think it's also possible to use some ce actions for the CE triggering the "Exit Player" so that it sets the score to 1000 - score/time or something like that. That way, the less time you have left (that is, the longer you have played) the more score you get.
just discovered that using a CE with these settings is quite good:
Condition: Explosion of player 1 - CE Action: Exit player 1
That way, even if a player dies - he gets a highscore!
A nice find
But it also means they pass the level if they fail, which isn't so good. If you want to try again you'll have to go back a level every time you die which could be tedious :-\