Score System
- Exposure: public
- UE Version: 5.0
ctrl + v
-
I have found a more optimal way, I have made it into a function with the input being the enemy blueprint and the text, so now I only need 1 node to show the text.
-
This is an example of how I am currently spawning the text. I need to find a more optimal way to do it without taking that much space.
-
This is the part that spawns the text, I just assign the amount to display and that's it.
-
I have made a way of showing visual scoring feedback by showing the player the amount of points he has won by killing certain enemies. (This is a new blueprint that will be spawned when an enemy dies.)
-
There has been a slight miscalculation on my part, not both remaining enemies are awarded 1000 points, only the last remaining enemy.
-
I have created 2 nodes that will take the inputs and convert them into what is necessary in order to change the score.
-
I have made it possible to get the scores from previous runs, get the latest scores and then rearrange them so you can input your own score.
-
I have made it possible to change the initials of the players as well on the leaderboard
-
I have iterated upon the save event and I have made it so it can register names as well
-
I have made an event that saves the high scores onto the device
-
I have made a way to show the scores on the leaderboard
-
I have made it possible to get the scores, and save them, as well as I have fixed the issue with the Game Instance returning 0. (It was because I wasn't saving before advancing)
-
I have tried to get the score from the Game Instance for the leaderboard however it simply returns 0 for the score and I don't rely know what might be causing this.
-
I forgot to add this iteration few days ago.
This is the working part that awards the score besaed on the type of enemy using switches.
-
I have also iterated on the previous death events I have made, now once the player loses all lives it will also update the HighScore.
-
Previous iteration didn't work, I didn't know what was wrong so I added a string to avoid typos and saved the game at the end, at first it didn't seem to work, but I then realized I'm setting the highscore at the end of the stage, not when I leave.
-
I have made a way to save the HighScore onto the computer to register it for future runs.
-
Here I am checking if the player has beaten the HighScore, if he did, then the HighScore will change to be the same as the score.
-
I have made this because the variables reset when loading a new level, therefore I am saving the score in a game instance and getting it at the beginning of the next stage.
-
First attempt to award points per enemy type. (Mid way I realized I can use a switch instead)
-
I have added a new input to the event dispatcher which is the enemy state, so I can get if the enemy is small therefore worth less, or escaping which is worth more points
-
First commit
1 comment
-
The first implementation is getting the score from the game instance
Robert211016
December 30, 2022, 5:34 pm