
This then loops for a bit and new objects get made such as NPC's that cause the player to fall and die as well as the "block" change, to make the blocks change you would need to create a min-max score say for 1-100 they will be green blocks 101-200 there will be brown 201-300 there will be a mixture of green, brown and blue etc, what you then do is make the script check the score and ask itself what objects can it instantiate then the rest should be simple to do. I think that you want a game like "Doodle Jump" which would mean that "blocks" get made at the start of the level and the player jumps up every second OR by clicking a button, as the player jumps up the objects move down once they hit a low point (where the camera can't see) they get deleted OR moved to the top in a different location (be aware they have to not hit each other as that could cause a block of blocks and the player can't get pass it). I recommend thinking about what you want you game to do then asking for help.

If you want to change back just type your username back into. 118,541 courtesy of my doodle jump talent and the iPhones screen recorder. You will be garunteed a little pocket god charachter instead of the normal doodle jump thing. I'm rather confused what you need help with? :S How have the new themes added to Doodle Jump functionally changed the game. You wanted to create different prefabs that is not that hard you are using Instantiate: Doodle Jump 2 looks and plays very much the same as the first game set in an entirely new world and continues to provide its simple yet challenging gameplay that is highly addictive as well. grab the game width from the gameController.js instanceįunction SetPlayer(playerObj : GameObject) When a object collides with another.Īlso this script is not finished as there is no reference to "function hitPlatform()" so it is not called and there it does not do anything.įinish the script or look at colliders and how they work. Expected to be at least as successful as its predecessor, Doodle Jump 2 comes packed with new challenging levels, more characters, and even some new monsters. GameControl=GameObject.FindObjectOfType(GameController) grab a reference to our game controller script set our platform to be on the correct layer the width of the play area (used to keep the platforms within the play area - if you make the game wider, change the game width in gameController.js, as that's where we get its value from) The background is a jungle and the monsters are all based on jungle creatures. The screen is dark and doodler lights up the area around him. Private var gameControl : GameController Doodler is dressed as santa and the monsters are snow themed and it is snowing. to add score when a platform is destroyed and telling it to spawn an effect when the platform disappears we keep a reference to the game controller so that we can send it the occasional message, like telling it between this platform and the player (so we can respawn when the platform is far away from it)

we need to keep a reference to the player object so that we can keep tabs on the distance

and generally do the things that we expect a platform to do in this type of game! Each platform has this script attached to it so that it will respawn when it should, disappear when it should
