AJTilley's Forum Posts

  • Hi, i guess this is more a question about the chrome appstore, but i hoped someone here might know.

    If I release a game onto the chrome appstore for say �2.99, can I still give this freely to anyone on the store.. e.g. say i presold the game using one of those indie tools like kickstarter... could i give a load of people access to the game. And then continue to sell the game?

    I am considering running a kickstarter project for a game i am developing but i only want to do it if i can find some decent places to place my game for them to play it so i can offer those who make a pledge a copy of the game.

    P.s. does anyone know of a decent wrapper for construct2's html5 file to make it work as an exe and offline.

  • Hi, In case this helps someone else, I had forgotten that when you add a conditional event to the event sheet that you could right click on the event and click invert to make it the opposite. Obviously I was haveing a dumb moment as that is what i needed above.

    So the final event sheet would be:

    + Counter <= 0

    + Onscreen <= 0

    + Textbox is on screen (inverted)

    -> Add dt to time_true

    + Else (in the latest beta)

    -> Set time_true to 0

    + time_true >= 5

    + Trigger once

    -> Do something

  • Hello,

    I was wondering if there is a maximum amount of global variables that should be included in a HTML5 game, or if the amount of these variables doesnt matter?

    My main question is because i am building a tower defence game that utilises random event generation from a list, with each event held in a group. plus a variety of global variables monitoring score, resources and also how you deal with different alien races through a text adventure component of the game.

    I already have a lot of global variables and am unsure if to many could be a problem or not.

    thanks for any info.

  • count might be a better way of doing it now i look at that capx. Might switch to using .count myself.

  • hi thanks that works, but i need to add a third condition to it... there is a text box that occasionally appears in the game, so i want to add the condition And when textbox is off screen.

    I can see a system command Textbox is on screen (test if the object is ont he visible screen)

    Is there an opposite to this. so that it tests if the object is not on the visible screen. So that the final list of commands would be:

    + Counter <= 0

    + Onscreen <= 0

    + Textbox is not on screen

    -> Add dt to time_true

    + Else (in the latest beta)

    -> Set time_true to 0

    + time_true >= 5

    + Trigger once

    -> Do something

  • Hi,

    are there any good plugins or info out there for creating different movement behaviours for objects. I am creating a tower defence game and I want different enemy types to have different movement behaviours.

    I am not that adept at using the sine behaviours and wondered if there were any better plugins for creating movement or if anyone can point me to some forum posts for creating movement.

    Also i wondered how easy is it to simply set a specific movement, e.g. move forward for 1 second at certain speed, turn 90 degrees, move forward turn -90 degrees, move forward, etc?

    thanks for any help on this as the movement behaviours for th enpcs has been a pain and i really want to give each ship its own custom movement.

  • From my own experience the best way is to add a global variable that you add 1 to every time a big asteroid and smaller asteroids spawn and subtract one from it every time one is destroyed. When the variable is at zero you can set a new level to start.

    N.b. I currently use two global variables for this one counting up to a set point and one counting down. to make sure there are no mistakes but i am dealing with a more complex tower defence game.. one variable should be plenty for you :)

  • Hi,

    I want to setup an if statement so that if nothing is happening then a new event will start.

    At the moment i have two global variables, onscreen and counter.

    When nothing is happening both these would be at zero. What i want to do is set an if statement that says

    'if counter is equal to or less than 0 and onscreen is equal to or less than 0 for 5 seconds' = then activate next group.

    It has to be 5 seconds because there are points within a standard group event sequence when both variables might equal zero but that group isnt over with so i want to make sure a new event only occurs when a group is finished.

    If anyway can say whether that if statement is possible and which system events to use would be useful thanks.

  • Gave it a try, same thoughts as Genki really, I couldnt really control the movement of the ball at all, it just did whatever it wanted and my input didnt have much effect.

    Other than that its not to bad for a first game i think with a few tweeks could be alright :)

  • Hi, I added the system > Trigger Once to the primary event in each group, it appears to have resolved the issue of multiple events running at the same time. But if anyone has a better solution would be happy to hear it. :)

  • Hey really liked your game, nice atmosphere between levels, and i liked the humor of the car crash. ~Hope to see more in the future. :)

  • hey more difficulties :(

    I have managed to get the random events working on my game however i am unsure how to make a new event trigger only once and not repeatedly.

    capx:

    http://www.tilleydesign.co.uk/capx/EnergyFlux.capx

    game:

    http://www.tilleydesign.co.uk/capx/test/index.html

    if you complete the first wave, then the next wave repeats the initial process about 5 or 6 times... i want this limited to one appearence so that it doesnt overload the game or player... any help greatly appreciated as always.

    For those who dont have license copy of construct 2 here is a screenshot of my current event sheet:

    Image 1

    Image 2

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  • thank you for your help thats perfect now all i need to do is get the random event activation to work and im home free lol.

  • Hi, I am having some issues getting the next group and event sequence to activate... Could you take a look at my current capx file to see if you can point out where i am going wrong?

    I was trying to set it so that at present when 100 enemies have spawned, enemies stop spawning and the group deactivates and a random other group (as described above) activates. Then when all the current enemies are destroyed the new group begins.

    But when ever i test it, the first group works but a new group does not proceed and i am not sure why...?

    Capx file:

    http://www.tilleydesign.co.uk/capx/EnergyFlux.capx

  • Hi In my tower defence game i have an event that starts with 4 ships and every time one is destroyed 2 more ships spawn. Each time a ship is destroyed 1 is added to a global variable named counter and then when the counter reaches 100 for example ships stop spawning.

    What I would like to do is to trigger a new set of events once all ships are destroyed and no more are being spawned. Can anyone advise the best way to do this?

    Originally I had the new events set to when the counter reached a certain amount, but that's not precise enough.

    Any thoughts/help greatly appreciated.