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Is it possible to reset coins when a user goes back to a checkpoint?

If a user pauses the game and chooses to go back to last checkpoint, they keep all the coins they earned.  I would like a way to make the users coins at a checkpoint be stored in memory, when they choose to go back, or die and return to last check point the coins get reset.

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As a Feature request, I would also like to have the "Restart From Checkpoint" added to the Game Field button drop-down options.

Currently, the user must pause the game to select a "Restart From Checkpoint" button.

I can live with the user having to pause the game, but I would really like to have a way to reset their coins to what they had when passing the most recent checkpoint.

Thanks,

Mojpoj

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If a user pauses the game and chooses to go back to last checkpoint, they keep all the coins they earned.  I would like a way to make the users coins at a checkpoint be stored in memory, when they choose to go back, or die and return to last check point the coins get reset.

This is not possible currently unless using "Coins Per Session" as your label but the character will still technically be collecting the coins. There are some changes coming in this area of Buildbox down the road but I am not 100% this specifically will be an option.

As a Feature request, I would also like to have the "Restart From Checkpoint" added to the Game Field button drop-down options.

Actually this is already possible. Make the Restart Checkpoint action in editor than delete it. You can then add an action button to the game field assigned to Restart Checkpoint to accomplish this.

  • mojpoj
    Part one - okay. Part two - Great tip! Thanks
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I thought about this at length.

Without being able to reset the coins, it makes any kind of coin purchase system for power ups completely pointless.

A person could just keep killing themselves and get more coins.  Get coins, die, start from checkpoint.  Repeat.

If you're just trying to show ads, this is fine.  More ads during the pause menu.

However, the user is going to feel cheated, because he/she will know others are doing it to inflate their score, and the scoring system will be skewed.

You could make it distance based, haven't played with that yet.  But I really wanted users to try and grab coins for two reason, high score, and buy upgrades with IGC.

The game I'm working on has a puzzle aspect to it, and coins aren't always easy to collect.  A high score would mean bragging rights, because they aren't easy to get.

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