Squid Game glass bridge mechanics not working
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SquidGameBuilder
Posted on July 20, 2025 • Intermediate
🦑 Glass bridge game is completely broken!
Hey everyone! I’m working on a Squid Game project and I’m really excited about it, but I’ve hit a major roadblock with the glass bridge mini-game. 😤
The concept is simple: players need to choose the correct glass tiles to cross the bridge safely. But something is seriously wrong with my tile selection logic. The game doesn’t seem to register which tiles are “safe” vs “dangerous” properly.
I’ve been staring at the code in my “glass bridge player” sprite for hours and I just can’t figure out what’s going wrong. The tile selection seems random and players are falling through tiles that should be safe!
Anyone experienced with game mechanics who could take a look? I’ll definitely give you credit in the project! 🙏
GameMechanic_Expert
Replied 4 hours later • ⭐ Best Answer
Hey @SquidGameBuilder! I can see the issue right away - you’re resetting the tile# variable inside your forever loop! 🎯 Let me help you build a proper glass bridge system.
🌉 Glass Bridge Game Flow
Here’s how a proper glass bridge system should work:
🔧 Step 1: Initialize the Bridge
First, create the safe path when the game starts (NOT in a forever loop!):
when flag clicked // Initialize bridge settings set [bridge rows v] to [10] set [current row v] to [1] set [game over v] to [false] // Generate safe path (do this ONCE!) delete all of [safe tiles v] repeat (bridge rows) add (pick random (1) to (2)) to [safe tiles v] end // Position player at start go to x: [0] y: [-150] show
🎯 Step 2: Tile Click Detection
For each glass tile sprite, use this logic:
// For LEFT tile sprite when this sprite clicked if <(current row) = (my row number)> then if <(item (current row) of [safe tiles v]) = [1]> then // Left tile is safe broadcast [safe tile clicked v] set [tile type v] to [left] else // Left tile breaks broadcast [dangerous tile clicked v] set [tile type v] to [left] end end // For RIGHT tile sprite when this sprite clicked if <(current row) = (my row number)> then if <(item (current row) of [safe tiles v]) = [2]> then // Right tile is safe broadcast [safe tile clicked v] set [tile type v] to [right] else // Right tile breaks broadcast [dangerous tile clicked v] set [tile type v] to [right] end end
🏃♂️ Step 3: Player Movement Logic
In your player sprite:
when I receive [safe tile clicked v] if <(tile type) = [left]> then glide (0.5) secs to x: [-50] y: ((y position) + [30]) else glide (0.5) secs to x: [50] y: ((y position) + [30]) end change [current row v] by [1] play sound [step v] // Check if reached the end if <(current row) > (bridge rows)> then broadcast [bridge completed v] end when I receive [dangerous tile clicked v] play sound [glass break v] repeat (10) change y by [-5] change [ghost v] effect by [10] end set [game over v] to [true] broadcast [player fell v]
💥 Step 4: Tile Breaking Animation
For visual feedback when tiles break:
when I receive [dangerous tile clicked v] if <(tile type) = [left]> then if <(costume name) = [left tile]> then switch costume to [left tile broken v] play sound [glass shatter v] repeat (5) change [ghost v] effect by [20] end end end
🚨 Common Mistakes to Avoid
- Don’t reset variables in loops: Generate the safe path once at the start
- Check row numbers: Make sure tiles only respond when it’s their turn
- Use proper broadcasts: Don’t rely on touching detection for tile selection
- Test the safe path: Add a debug mode to see which tiles should be safe
The key issue was probably that you were regenerating the safe path constantly! This should fix your glass bridge completely! 🎉
SquidGameBuilder
Replied 2 hours later
@GameMechanic_Expert YOU’RE A LIFESAVER! 🙌
That was exactly the problem! I was regenerating the safe path every frame like an idiot. No wonder the tiles kept changing which ones were “safe”!
I implemented your solution and now the glass bridge works perfectly! The tension is real when players have to choose between left and right tiles. Thanks so much for the detailed explanation and code examples!
You definitely earned that credit in my project! 🏆
SquidGameFan_2025
Replied 3 hours later
This is so cool! 🦑 I love seeing Squid Game projects. A few suggestions to make it even more authentic:
- Add sound effects: Glass breaking, footsteps, tension music
- Multiple players: Have AI players that sometimes make wrong choices
- Time pressure: Add a timer to increase tension
- Visual polish: Make the bridge look more realistic with proper lighting
Can’t wait to play the finished version! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Building Complex Game Mechanics?
Amazing problem-solving! For those creating advanced game systems like this glass bridge, our community can help you implement:
- 🎯 Multi-stage game logic
- 🎮 Interactive mini-games
- 📊 Complex variable management
- 🎨 Advanced visual effects
📚 Related Discussions
- Creating multi-level game systems
- Advanced variable management techniques
- Building tension in game mechanics
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