scoreKit 1.4.5 gives any Zero game an arcade-style score with one line, Score.add(player, 10). The number rolls up, a "+10" pops where it was scored, quick points build a combo and a multiplier up to x5, and the end of a round brings stars, a grade letter and a place on a leaderboard that is still there tomorrow.
What your game gets
- Combos and multipliers with exact, tunable rules: a 2.5 second window, x2 at 3 hits up to x5 at 15, penalties that break the combo, named bonuses.
- Ratings: 0 to 3 stars against your targets, and S to D grades.
- Leaderboards that last: top scores, best times with splits, personal bests, seasons, and a sign that stands in your level. Boards live in the world's own data, so restarts and new versions keep them. Scores themselves start from zero in every play session and every round.
- 13 score displays, 5 popup styles, 6 leaderboard views, 4 end-of-round screens and 5 looks (arcade, minimal, sci-fi, fantasy, cartoon). Each is one setting.
- Multiplayer done right: one machine counts every point, each player has their own score, popups and results, and forged scores are refused.
- Rounds through MatchFlow, toasts through navUiKit, and pickupsKit coins and gems that score with one component.
New in 1.4.5
- The first example behaves on every Play. Stop and press Play as often as you like: each Play starts at 0 and each jump counts once. The example removes its jump handler when play stops, because the engine otherwise keeps it attached (open engine issue #22432, explained in Known limits).
- Fixed: from the third Play on, sometimes nothing scored. If play stopped within a second of the kit starting up, no later Play ever started it again. Now every Play does.
In 1.4.4
- Every play session starts from zero. Pressing Play again no longer carries the last session's score over, and nothing is left on screen in edit mode.
- A readable end-of-round card. In a MatchFlow round the rating card shows on its own for the whole break, with "New personal best" or "New world record" on the card itself.
- The example game is a 60 second round with a 10 second break for the card, keeps its rubies away from the spawn point, and installs scoreKit first so a world gets exactly one MatchFlow.
Guides
Two guides ship inside the package and install with it:
- How to add a score and combo system to my game: what the kit is and what to do first, points and popups, how combos build and break, penalties and bonuses, stars and grades, leaderboards, swapping styles, and scores per player in multiplayer.
- Make an arcade game with a score, combos and a leaderboard: from a brand-new world to Coin Sprint, a two-player 60 second coin round with scoreKit, MatchFlow and menusKit: combos from quick pickups, a star rating and grade at the end, a top-10 leaderboard that survives a restart, a title screen and a pause menu.
Install
Search ZeroMind for "scoreKit" and install it. It lands at /source/scoreKit.package, with MatchFlow, navUiKit and pickupsKit under /source/deps/. The package README has the first example, every setting, the known limits and the changelog.
In this world
The world opens on a live gallery of every style, all drawn from the same live scores, with a "Use" button that puts a style on your HUD. Then play the two-player coin round in the arena and get on the Hall of Fame board.
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