You have to choose 'set score', and enter 0 in the box.
I will explain how to make your own lives variable; granting you better control over them.Create event:lives_left = 3; //Replace 3 with the lives you start with.health_left = 100; //Replace 100 with the health you start with.health_max = 100; //Replace 100 with maximum health available.lives_max = 3; //Replace this 3 the maximum amount of lives.Step event:if(lives_left < .1) { game_end(); /*Replace game_end(); with how your game ends*/ }if(health_left < .1) { /*How you die goes here*/ }if(health_left > health_max) { health_left = health_max }if(lives_left > lives_max) { lives_left = lives_max; }Whatever event makes you get hurt:health_left -= .1; //Replace .1 with how much damage you take.This works by simple math; if you have too many lives, you lose that extra life, to have the maximum amount. If you get hurt, it removes some of your health variable. If you have 0 health left, you lose a life. (Set health back to the maximum when you die though, or you'll infinitely die) If you have 0 lives left, the game ends.This system allows for healing, by health_left += 20; /*Replace 20 with how much to heal*/, allows you to increase lives max, increase how many lives, and allows you to increase how much health you can have.
"over $0 I know that"edit: Well, that is a very general question. The answer depends on many different factors.- Who do you work for?- How long have you worked there?- What kind of education did you get?... and the list goes on.Here is a link that will show you about how much a game programmer would make. (Not specifically for Nintendo)How_much_does_a_game_programmer_make
Ini files. Open up notepad, and do this: [Levels] level[1]=0 level[2]=0 level[3]=0 Keep adding to the level[number] number until you make it to how many levels you have. Save the file as levels.ini. That will be bundled with your game, or you will have the game write that out if it doesn't exist. Whenever you beat a level, have the game write to the ini file that level[the next level] is now 1. In the level select screen, have it check if the level=1. If it doesn't, have it not allow you to enter that level. If it does = 1, allow you to enter. Ini files can also be used for more efficient saving/loading, creating settings, and more.
I don't know much about Game Maker, tried to use it, but i was ten at the time and failed miserably ._. Well, from my short experience from other game making tools (game factory, etc.), you could make each enemy adds +1 to a counter when the player kills him, and make the counter end the level when it reaches the number of present enemies. Example: Imagine a level has 8 enemies. Each one you kill adds +1 to a counter, let's name it DeathCount. DeathCount starts at 0. With each enemy you kill, DeathCount goes up by 1. When DeathCount reaches 8, which is the total number of enemies in the level, it triggers an event that makes the level end. Don't know if this helps, as i have no experience with GM, but at least i tried :)
if mouse_x y { hspeed = 0; vspeed = 0; }
Each step make a variable go down. when it reaches 0 stop the game
To make an object stop shaking in Game Maker, you can use the image_angle property to set the rotation of the object back to its original angle. Setting image_angle to 0 will stop the object from shaking. You can also use interpolation or smoothing functions to gradually reduce the shaking effect over time.
if speed != 0{}
You have to choose 'set score', and enter 0 in the box.
score = 0; Put the code in a collision event.
Get a Set Variable Action and in the first field type score and the second type 0. Easy
Example:Step:if self.poison > 0{self.hp -= 1; self.poison -= 1;}etc
if vspeed > 0 && y < other.y+8 { if vspeed>0 { if (vspeed > 0 && not place_free(x,y+vspeed)) move_contact(270); vspeed = 0; } } else { x=xprevious hspeed = -hspeed; }//put this in the collision event with the ememy
The only way is to change the game mode to Survival by doing /gamemode 0 or for Adventure, /gamemode 2
The ISBN of Michael Tolliver Lives is 0-060-76135-0.
Select -> Stop/Reset -> 0 -> 0 -> Stop/Reset -> 0 -> 1