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Squid Game glass bridge mechanics not working

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SG

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! 🙏

GM

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:

flowchart TD A[🎮 Game Start] --> B[Generate Safe Path] B --> C[Player at Starting Position] C --> D[Player Clicks Tile] D --> E{Is Tile Safe?} E -->|Yes| F[✅ Move Forward] E -->|No| G[❌ Player Falls] F --> H{Reached End?} H -->|No| I[Next Row] H -->|Yes| J[🏆 Victory!] I --> D G --> K[💀 Game Over] B --> L[Create Safe Tile List] L --> M["Row 1: Left or Right"] M --> N["Row 2: Left or Right"] N --> O["Row 3: Left or Right"] O --> P["... Continue for all rows"] style A fill:#e1f5fe style F fill:#e8f5e8 style G fill:#ffebee style J fill:#e8f5e8 style K fill:#ffebee

🔧 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! 🎉

SG

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! 🎮

VB

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

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