Variables showing zero values randomly in game
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CodeBuilder92
Posted on July 28, 2025 • Intermediate
🐛 Variables randomly showing zero in game results
Hey everyone! I’m working on a game that tracks player statistics during gameplay. When the game ends, it should display:
- Number of enemies defeated
- Powerups collected
- Overall score
The problem is that about 50% of the time, all these variables just show 0 instead of the actual values! The game is working fine during play, but the end screen results are unreliable. Has anyone encountered this before? 🤔
DebugMaster_Alex
Replied 45 minutes later • ⭐ Best Answer
This is a classic variable timing and scope issue! I’ve seen this many times. Here’s what’s likely happening and how to fix it:
🔍 Common Causes of Variable Reset Issues
🛠️ Solution 1: Proper Script Timing
The most common issue is that reset scripts run before display scripts. Here’s how to fix it:
when flag clicked forever if <(game over) = [true]> then // First: Display the results broadcast [show results v] wait [3] seconds // Then: Reset for next game broadcast [reset game v] set [game over v] to [false] end end
📊 Solution 2: Use Separate Display Variables
Create backup variables that store final values:
when I receive [game over v] // Save final values to display variables set [final score v] to (score) set [final enemies v] to (enemies defeated) set [final powerups v] to (powerups collected) // Show results using final variables broadcast [show final results v]
🎯 Solution 3: Proper Variable Scope Management
Make sure your variables are set to “For all sprites” and not being reset accidentally:
// In your main game sprite when flag clicked set [score v] to [0] set [enemies defeated v] to [0] set [powerups collected v] to [0] set [game started v] to [true] // Only reset when starting a NEW game when I receive [new game v] if <(game started) = [false]> then set [score v] to [0] set [enemies defeated v] to [0] set [powerups collected v] to [0] set [game started v] to [true] end
🔧 Solution 4: Debug Your Variable Flow
Add temporary debugging to see what’s happening:
when I receive [game over v] say (join [Score: ] (score)) for [2] seconds say (join [Enemies: ] (enemies defeated)) for [2] seconds say (join [Powerups: ] (powerups collected)) for [2] seconds // This will help you see if variables are correct before display
⚡ Pro Tips for Variable Management
- Use broadcasts for timing: Control when things happen with specific broadcast messages
- Avoid multiple reset points: Only reset variables in one place
- Test thoroughly: Play your game multiple times to ensure consistency
- Use cloud variables: For persistent high scores that survive page refreshes
Try implementing Solution 1 first - it fixes most timing issues! Let me know if you need help with any of these approaches. 😊
CodeBuilder92
Replied 1 hour later
@DebugMaster_Alex This is exactly what I needed! 🎉 The broadcast timing solution worked perfectly. I was indeed resetting variables too early.
Quick follow-up: Is there a way to layer UI elements above the variable displays? I want to add some decorative elements to make the results screen look better.
UIDesigner_Maya
Replied 30 minutes later
@CodeBuilder92 Great question! For layering UI elements above variables:
// Create a custom results display sprite when I receive [show results v] go to front layer go to x: [0] y: [0] show // Use costume changes for different result screens switch costume to [results background v] stamp // Position text sprites above the background broadcast [show score text v]
This gives you full control over the visual layout! You can create beautiful result screens with custom graphics, animations, and proper layering. ✨
Vibelf_Community
Pinned Message • Moderator
🚀 Master Game State Management
Excellent debugging discussion! Variable management is crucial for reliable games. Our community can help you implement:
- 🔄 Advanced state management systems
- 💾 Persistent data storage
- 🎮 Complex game flow control
- 🐛 Professional debugging techniques
📚 Related Topics
- How to prevent variable conflicts?
- Building robust game state systems
- Advanced variable management techniques
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