Is there a way so that if you find a secret item you keep it to next level, but if you don’t you don’t get it? I know it sounds simple but my brain couldn’t wrap around the answer after 30 minutes, please help.
Game link: Flowlab Game Creator - Flowidia Part 2
Global values stay between levels. When you collect the secret item, set the Global to 1.
If the Global is equal to 1, then the secret item was found.
Am I able to do that with free version cause I see nothing on global values
Never mind I found the global block but have no clue how to use, looked at help but still kinda confused, could you show an example?
Yeah, so when you click on the Global, you are able to click on the name and, then add a name.
When you open the global you should see a drop-down menu called “Global Name”. Click on it, then click the option below it called “Add New Name”.
From there, you can name that Global value whatever you like.
For example, let’s say you named it “Player Coins”. Every time “Player Coins” is updated, it will output.
Imagine it as the same as the Number behavior, but now the value just saves between levels and you need to select a name.
Also a side note, besides 50 objects+ and 5+ levels, all other indie features are pretty much purely aesthetic in things like Shader or Leaderboard. So code will never be better with indie, it will be perfectly equal.
Thanks I’ll try it, wish me luck
Yah I still don’t know how to make it work, sorry. Maybe I’m explaining it wrong. How do I make it so when you find a secret item you keep it through out the levels but without getting it it doesn’t go to next level.
Ex: I have a helmet item which is going to be the secret item, you can bypass it though, when you spawn in the next level I want it to know what items to attach. How do I do that?
Sorry if I’m just being dumb.
Like Alpaca said, Globals store values, so when an item is picked up, it can add 1 to the global value, so at the start of each level, the player can check using a global and a filter (equal 1)to see if that item is collected, and if it is, it attaches it
So I sorta figured it out but I don’t know why it just won’t attach, like the line goes and says attach but it doesn’t attach, someone able to explain that?
Is an object selected for the Attacher?
The item could be small, and the players display order could be higher
yes, I have an object selected don’t worry, thanks for asking though
Ok so I did some further testing and I see the issues, thanks by the way for teaching me about global. I also found out one of my biggest issues, I wanted to hide the player and other objects behind a wall, so I found a complicated way of making it happen instead of using display order, I messed with physics and stuff and had player restart the level each time he loaded in for the first time and it caused more bugs, atleast I realized though!