My suggestion there is to create an object group and add all the objects to that group that should be removed when a new level is loaded.
(Top right set of icons, )…
Then, before you load the level, just use the action Delete [groupname]. It’ll remove all the objects listed in that group that are currently in the scene.
Do you mean I should create another with all the object and I should add an action to “At the beginning of the scene” to the group of all the objects I created. Is it like that?
Do you mean I should create a group containing all the objects in the each level and on the event menu I should add an action to the condition “At the beginning of the scene” to delete all the objects?
More like one group containing all objects of each level. As you’re loading levels from external layouts, your base scene should have all the objects in it anyway, so you’ll only need to create one group.
No, that’d only get run once when the base scene is first opened. Delete the existing objects just before any actions that load a new level :
This is what my Base looks like I was told to delete all the objects on the base scene and move them to the external layout levels. I also noticed that once the player deletes it returns back to the base scene with no enemies to kill so I tried adding some enemies to the base scene and it returned to the scene with the same enemies i added
My Level is still not working. Someone should please help me. This is my last stage of finishing my game, I really need to finish this. Thanks in advance
There are a couple of thing you can do to check it’s all running smoothly:
Open developer tools just before you collide with the finishline, and see if any error pop up once you collide with finishline
Try using the debugger. Run the game, and just before you collide with finishline, do a refresh in the debugger and note a few of the object instances ids. Then collide with finishline, refresh the debugger and see if the object instances change - the ids should have increased.