#restartgame
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Perhaps it was a small teardrop, the first culprit spark of those great fires that came out of the desperate eyes seeking that light after so much silence and caused all the universes to disappear without leaving any trace behind. . . Doors. . . And the doors. . . Again. . . One by one they got closed. . . As they closed, they left rooms for new doors. . . What's behind the doors now?. . . Who knows?. . . Whoever is left behind is. . . Who knows?. . . After all the doors there is a place finally can be reached. . . Who knows?. . . Whoever is left behind is. . . Who knows?. . . . . .
[core]
#gates#universe#attheendofthetime#zeropointuniverse#parallelrealms#savepoint#restartgame#stargates#oceania#omnimetaverses#shardsofnonsingulars
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[My Own Game] #11 UI panels
Problems: How can I created a Main Menu, Lose and Win Screen for Spacenture?
With the main menu and other screens, the player can navigate the game easily, it also contains some useful information for the player. After solving this problem, I will have more knowledge and experience when working with Unity UI.
How did I solve this?
For this problem, I've got inspired by the UI mood board we created before.
Take a look at the Unity UI tutorial for making a menu and panels.
Validated and playtest with my peer to see if everything work or not.
DOT Frameworks used:
RESOURCES:
UI Moodboard:
Start Menu tutorial:
youtube
Unity Documentations:
Unity UI Buttons
PRODUCT:
After researching and implementing all stuff that is needed, our game now has a main menu and other screens which can interact with
Main menu:
Instruction for player:
Game Over screen:
Winning Screen: which also shows how many coins did the player have after play the game.
Quality of the results:
Everything seems to work pretty well, but after doing some testing, we found out some problems:
When clicking the "Play Again" or "Restart" button, the coin counter, bullet parts, and speed star are not reset to 0, they are keep counting, so we need to add some line in the menu scripts.
Because Tumblr limit number of the photo uploaded to 10 so I will post some lines of code here:
public void RestartGame()
{
SceneManager.LoadScene(1);
CoinTextScript.coinAmount = 0; //Reset coin counter
SpeedStarTextScript.starAmount = 0; //Reset Speedstar counter
CounterForShootingParts.collectedPartsAmount = 0; //Reset shooting part counter (or player can shoot even without any parts)
Time.timeScale = 1f;
}
NEXT:
The next step is making a player attack that can kill enemies by jumping on them.
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UE4 - ue4 観戦モードについて|teratail [はてなブックマーク]
UE4 - ue4 観戦モードについて|teratail
ゲームに観戦モードを追加したいです。 ゲームオーバー後にカメラにスポーンさせる形で観戦モードに入るシステムを考えているんですが、 今まで、thierdpersonplayerのデフォルトをplayerにしていたため、カメラへのスポーンの させ方が分からないです。 こちらが、ゲームオーバー後の画面になり、restartgameのノードを...
from kjw_junichiのはてなブックマーク https://ift.tt/34pY5eu
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gameplay mechanics code
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class GamePlayMechanics : MonoBehaviour { [SerializeField] int playerLives = 3; [SerializeField] int score = 0; [SerializeField] Text lifeText; [SerializeField] Text scoreText; private void Awake() { int numGamePlayMechanics = FindObjectsOfType<GamePlayMechanics>().Length; if (numGamePlayMechanics > 1) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); } } void Start() { lifeText.text = playerLives.ToString(); scoreText.text = score.ToString(); } public void AddToScore(int pointsAdded) { score += pointsAdded; scoreText.text = score.ToString(); } public void AddToHealth(int healthAdded) { playerLives += healthAdded; lifeText.text = playerLives.ToString(); } //this is called when player dies public void DeathProcess() { if (playerLives > 1) { TakeLife(); } if (playerLives < 1) { RestartGame(); } } public void TakeLife() { playerLives --; var currentSceneIndex = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(currentSceneIndex); } public void RestartGame() { SceneManager.LoadScene("DeathScene"); Destroy(gameObject); } }
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Code: GamePlayMechanics
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class GamePlayMechanics : MonoBehaviour { [SerializeField] int playerLives = 3; [SerializeField] int score = 0; [SerializeField] Text lifeText; [SerializeField] Text scoreText; private void Awake() { int numGamePlayMechanics = FindObjectsOfType<GamePlayMechanics>().Length; if (numGamePlayMechanics > 1) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); } } void Start() { lifeText.text = playerLives.ToString(); scoreText.text = score.ToString(); } public void AddToScore(int pointsAdded) { score += pointsAdded; scoreText.text = score.ToString(); } public void AddToHealth(int healthAdded) { playerLives += healthAdded; lifeText.text = playerLives.ToString(); } //this is called when player dies public void DeathProcess() { if (playerLives > 1) { TakeLife(); } if (playerLives < 1) { RestartGame(); } } public void TakeLife() { playerLives --; var currentSceneIndex = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(currentSceneIndex); } public void RestartGame() { SceneManager.LoadScene("DeathScene"); Destroy(gameObject); } }
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Playing my favorite game for the 100th time. I can't wait for part 3. #kingdomhearts #kh2 #ps2 #favorite game #restartgame #khadventures #iplayedsomanytimes #offcolor #sora #heartless #readytokicksomeass #theworldthatneverwas #khfandom
#restartgame#kh2#favorite#kingdomhearts#khadventures#iplayedsomanytimes#offcolor#khfandom#readytokicksomeass#sora#heartless#ps2#theworldthatneverwas
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