rbailey83's Forum Posts

  • You should use "System On Load Complete" event or "System On Load Failed" to switch to another layout.

    Thank you

  • So was wondering what the best way to go about doing save game data for games meant for kongregate. If my understanding is correct the save game saves in the browser being used. This means that the player has to always play from the same machine and same browser and also means if they clear their history and cache this will delete their saved game data and they'd have to start all over again.

    I would think local storage would be a good alternative but then again they have to play from the same machine, and using the local storage get and set items is a real pain in the butt for everything that you want saved.

    What are the solutions, if any the people have used for games meant for kongregate?

  • When I have it setup to load the save game on game start, and I have a separate screen for the load save game, will it stay on that screen for as long as it takes to get the data? Or do I need to create a delay to allow it time to load the save game data. There isn't much that it's loading so I wouldn't imagine it would take much time, just loading saved variables.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Hey I was doing the project in c2 but recently ported it in c3. That's good cause I am more of an artist, but I can't focus on the art cause I'm busy trying to get the programming working!

    Have you done a lot of the programming already or just started it?

  • 8 direction with different weapons. Some weapons can follow mouse some shooting straight. Its supposed to be like Gradius \ Rtype Each ship will have multiple weapons and upgrades. There is 3 different types of Energy pickups you can get "Weapon Energy", "System energy", and "Time module energy". You can slow down the time of the game using the 3rd type of energy. Thinking about making so that if you speed up time you can get more Time energy, not just from pickups. It will have to be tested. Will be able to pause the game to select the upgrades while playing. Id like to make it more so that it will be more random and not just the same enemy spawns from the same spot every time.

    Are you more of a programmer or a artist? If you want to work on it with me Id be happy too. I am wanting to work with someone so that i keep interest and can have someone to relay ideas back and forth with. Do you want to talk through Discord?

    Sounds awesome, I am more of a programmer, I have no artistic skills lol. I am a beginner to construct 2. Sounds like an awesome game. I will load up your discord name. I'm not always on it but hopefully we can catch each other on at the same time.

  • Hey, I already got a side scrolling space shooter started do you want to work together?

    Sure how far are you into it? Are you doing just up and down movements or 8 directional with mouse for aiming and shooting?

  • I have never worked in a team but would like to try working on a project in a team for a top down shooter or side scrolling space shooter if anyone is interested. I know my way around Construct 2 but am no expert. Can do the project in Construct 2 or Construct 3, whatever is decided as best for and by the team. Looking for anyone interested in any area of game development. Respond to this post or send a PM if interested.

  • The LiteTween2 behavior is active by default on your LightningSkillMenu sprite.

    When it ends after about 1 second of runtime, inst_Show is reset to false.

    So if you start the game and click the inventory too soon (say, after 0.8 seconds), then in 0.2 seconds the LiteTween2 ends and the inst_Show is reset, detaching those text objects from the menu sprite.

    I told you you should use Browser-Log. You could have quickly figured this out yourself

    Oh you have to add the browser object, i thought it was part of the system for debug and wasn't sure how to access the log to console. Thank you for checking that for me

  • I really doubt that this is a bug in C2 editor.

    Since you know now that the problem is with inst_show variable, add debug output (Browser-Log) to all events where it can be set to false or toggled.

    There may be lots of different reasons why you game behaves differently every time you run it (mistakes with local storage, for example), but it's impossible to tell without seeing your capx..

    I tried with the second skill menu just using the bare bones to get it to show with the sprite fonts and close button and still the same issue, not sure how to do the output browser-log. Created a capx with just the menu layout and events as other parts of the project have commercial behaviors being used. might have to run and close the preview a few times before it will show without the sprite font

    https://drive.google.com/open?id=1gsT1XnohTvJ5Fet5lAWBcPbLqW76_4_l

  • Are you previewing the same layout? If you are switching between different windows in C2 and then press F5, you may be running different layouts.

    So the problem is with two text objects missing? Run the game in Debug Mode, see if these objects exits, check their position, visibility, etc.

    Check if inst_Show variable is true, maybe it gets reset to false by some other event..

    it is the same layout i've made sure of that, I just switch between the menu layout and the menu event sheet tabs. I checked in debug and the times that it doesn't show the text the inst_show is not being set to true. But it is not every time. To get it to set to true I either just have to close and re-run or switch from menu layout tab to menu event tab and run or vise versa and then it does get set to true, but again if i close and re-run from that it then does not get set to true. Running it in debug mode from the menu layout tab it doesn't do it every time, sometimes i can close it and then re-run the preview and it will stay two or three times but on the third or fourth time it doesn't set the inst_show to true. When the sprite fonts aren't showing and it is not setting the inst_show to true the sprite fonts do still exist

    Tried it with the same setup that i have for another slide in menu option and it doesn't seem to have any problems with that one so it seems to be localized to just the new one, the lightning skill menu

  • I have created a slide in menu with lite tween. When I am on the event tab for the menu and run the game and click the button to have the slide in menu appear the sprite font + text, close button and button sprite over the upgrade will show but if I close it and run it again it will not show, however if I then switch to the menu layout tab and run it it will show but again if I close the game and run it again the text will no longer show until I close and switch back and forth between the layout and the event tabs for the menu.

    I always run the game in nw.js, tried switching it to the browser and the same issue. I also made sure that I have the most current version of Construct 2, and have tried closing Construct 2 and re-opening

    here is a screenshot of the events for the slide in menu. I don't think it's a problem with the events as it does work just fine until I close and re-run the game. Is this a possible bug or am I dealing with an issue in the events?

    Here are images of both working and not working

    Working

    Not Working

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Shouldn't it be "Player_Box set Platform vector X" ?

    yep, I completely forgot that I had the player box, Thank you for that lol it works now

  • You can post a screenshot of your event sheet or a stripped version of the capx with just one platform object and nothing else.

    here's an image, I also tried adding the condition that arrow key is down