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Gameplay

WHAT’S IT FOR?

This section allows you to set the gameplay rules for your entire project

SCORING TAB

Chains:

Chaining is a scoring technique where the player has to maintain a chain between two enemy kills to increment and keep a score multiplier.
The score is calculated like this:
     newScore = enemiesBaseScore * multiplier

 Chaining checkbox:
 Time interval spinner: the maximum time between two kills. If the time between two kills is more than this value, the chain breaks and is reset to zero.
 Max chains spinner: the maximum chains the player can make

Multiplier points:
 Add total chain X multiplier to score checkbox: add the total chain score multiplied by the multiplier to the score.
Each time the player makes a chain and kills an enemy, the enemy score is added to Chain Total Score, and this result is then added to the player score. It quickly gives a huge score.
The score is calculated like this:
Each time an enemy is killed, the ennemyBaseScore is added to enemyChainsTotalScore.
Then: newScore = enemyChainsTotalScore X multiplier
hitting enemies keeps the chain alive: this option keeps a chain alive if an enemy’s HP is decreased.
damage:

Multipliers:

Max multiplier spinner: the maximum multiplier the player can reach
 Bomb reset multiplier checkbox: if checked, using a smart bomb will reset the multiplier and break the chain.
Next level resets multiplier checkbox:
when the next level starts, the multiplier is reset to zero
Death resets multiplier checkbox:
the multiplier is reset to zero if the player dies

Medals:

Killed enemies can drop medals, and those medals can be used to create scoring techniques.
 Maximum value spinner: the maximum score a medal can have.
 Chaining medals increment the multiplier checkbox: each time the player grab a medal, the score multiplier is incremented by 1.
 Grab a medal increment medal score checkbox: each time the player grabs a medal, the medal score is multiplied by the medal counter.
For example, if the player grabbed a medal 3 times, the medal score will be:     baseMedalScore * 3
 Grab a medal increment medal type checkbox: in this mode, the medals are sorted by score, from the lowest to the highest one. Each time the player grabs a medal, the medal type is incremented. It means that the next medal to drop will have a bigger score until the game reaches the biggest medal.
 Add total medals score to score checkbox: the total medal score is added to the score.
Add medals score to multiplier checkbox: the total medal score is added to the multiplier. Pay attention: the multiplier can go very high quickly!
Losing a medal break multiplier checkbox: if a medal goes outside the screen and the player misses it, the medal counter is reset to zero. If chaining the medals increments the multiplier, missing the medals will also reset the multiplier to zero.
 Death reset medals counter checkbox: when the player dies, the medals counter is reset to zero.

  LIVES TAB

Extends:

The player can gain lives when the score goes to a certain value.
There are two modes:

infinite number: in this mode, the player will gain a new life each time its score will gain X points.
 Every spinner: every “value”, the player will gain a life.
Example: With 1000, each time the player wins 1000 points, he will gain a new life.

fixed number: In this mode, the player will only gain a new life when the score goes after specific numbers. You can only have 2 extends in this mode.
Example: a new life after 10.000 points, and another one after 50.000.       Extend 1 spinner
 Extend 2 spinner

 1UP part. sys. menu: the sound played when the player gains a new life.

  1UP sound menu: the sound played when the player gains a new life.

Continues
 Number spinner: the number of continues in your game.

  ITEMS TAB

Smart bombs:

Activation: you can choose how smart bombs are activated in your game.
 On-collision radio button: when the player touches a smart bomb item, the smart bomb explodes.

Use button radio button: when the player touches a smart bomb item, it increments the smart bomb stock. The player has to press a button to trigger the bomb.
 Button spinner: what button will trigger the bomb
 Start number spinner: how many smart bombs when the game starts
 Maximum spinner: how many bombs a player can stock.
cooldown checkbox: add a cooldown duration while it’s not possible, to launch a bomb

Bomb power spinner: when a smart bomb explodes, how many HP it will remove to enemies

Explosion menu: what explosion will be played when the smart bomb explode

Cancelling checkbox: a smart bomb can cancel the on-screen bullets. Those canceled bullets can spawn a bonus item.
     Items
menu: Once canceled, what item will be spawned at the bullet position
     Particule sys. (system) menu: you can display a particle effect at the bullet position
      Sound
menu: you can play a sound when the cancelling occurs
Death resets bombs checkbox:
Player invincibility spinner: how long the player is invincible when the smart bomb explodes
Enemies don’t shoot spinner: how long the enemies stop shooting when the smart bomb explodes

Power-ups:

When the player grabs a power-up item, it increments the power-up internal variable. Each time the power increments to the next integer number, it increments the player weapon set.
Note that the power-up variable can be a float value (like 0.1), forcing the player to grab several power-ups before changing its weapons set.
For example : the player starts the game with the 1st weapon set. When he grabs a power-up of 1.0, he will then uses its 2nd weapon set (if it exists)
 Maximum spinner: the maximum power-up possible.
 Death does nothing radio button: when the player dies he keeps its current power and weapon set.
 Death decrements weapon set radio button: when the player dies he keeps its current power and weapon set.
Death reset weapon set checkbox: when the player dies, the power variable is reset to zero and the weapon set is set to the first one.

Force field:

Particle sys (system) menu: you can choose a particle effect for the force field.

Note: the sfx effect is scaled to encompass the player object.
  GAUGE TAB

You can add a gauge to your game. The gauge can be filled by grabbing items and can activate a super weapon and add score bonuses when it’s full.
 Maximum spinner: the maximum gauge points.
 Drain speed spinner: once activated the speed of the gauge decrease.
Don’t increment gauge when started checkbox: when the hyper is started, the gauge can’t be incremented by items until it stops.

Activation:

There are two activation modes. Automatic will start the hyper or bonus weapon when the gauge is full. Using a button will allow the player to choose when to start the gauge with a button when it is filled at last at a certain value.

Autofire button: once the hyper is started, the weapon will shoot automatically without pressing any button.

Automatic radio button: as soon as the gauge is full the hyper will start.

USE BUTTON radio button:
     Button spinner: which button can activate the hyper.
     Act. Minimum spinner: the minimum gauge value allowing to start the hyper.

Result:
When the gauge is full, the player can start their hyper, or super weapon.

 Weapon set menu: which weapon set will start during the bonus for a moment.
 Weapon multiplier spinner: when the gauge is activated, the score is multiplied temporarily by this multiplier.
 Enemy hit points spinner: during the activation, hitting enemies can add points to the score.
 Enemy kill points spinner: during the activation, killing enemies can add points to the score.
 Hit = item menu: during the super weapon, each bullet hitting an enemy can drop an item during the bonus.
Bullets are cancelled checkbox: are the bullets cancelled when the hyper starts or not
Item menu: you have the ability to change the bullet cancel item for the hyper so it’s not tied to the smart-bomb cancel item
enemies no shoot spinner: how long the enemies can’t shoot when the hyper is activated
Invincibility time spinner: how long the player is invincible when the hyper is activated