Twincade's Forum Posts

  • 14 posts
  • Hi

    When I press D to bring back the objects, one one UID is brought back. Is there a simple way to bring back all three objects?

    https://www.dropbox.com/s/kjeozudpizoyn ... .capx?dl=0

  • The shields have to stay on global so that the damage is retained into round 2

    If I set shields to a global NO the shield will regenerate through each new stage

  • Hi PixelPower

    I used your tutorial to set my high score up, thanks it's great

    unfortunately, in my circumstance it doesnt work

    Any ideas?

  • Anyone have any ideas?

    Thanks

  • Maybe some sort of array would help?

  • What I maybe need to do is figure out a way to leave my shields Object Type Properties Shields set to a Global YES but find a way to make them regenerate on a new game by another means than a load state.

    Any ideas?

    p

  • Hey Madspy!

    Thanks for the reply.

    Unfortunately, the load state is there in order to regenerate the shields at the start of a new game.

    In Object Type Properties Shields had to be set to a Global YES. This way the shield damage continues into the next level.

    Then on restart by hitting "S" it needs to load a save state to regenerate the shields.

    Also, I tried putting a play sound in event 1 to ensure it was getting to the load Check Item "HighScore" exists. And it does play the sounds, so in theory it should seeing HighScore exists.

    Philip

  • Hi,

    I have implemented a high score in my game using local storage.

    When a game ends and I press "S" to start a new game a load save state is initiated. When this happens the On Item Exist condition is for some reason not being met causing the high score to not continue into the next game.

    However, if I close the game and start fresh without a reset the On Item Exists condition IS MET and the high score is displayed...That is until I start a new game.

    Anyone have advice I would appreciate it!

    https://www.dropbox.com/s/b6jgqwbzol8ha ... .capx?dl=0

    Thanks

    Philip

  • Hi!

    Yea, sorry I didnt explain properly.

    The invaders only fly off the screen on the second game. You have to let the game end once. then restart by pressing "S"

    this next game they will fly off screen.

    Thanks for the help!

    p

  • Hi,

    I'm building a space invader clone. In order to make my shields deplete across levels I had to set the shields Object Type Properties to a Global YES.

    And then in order to make the shields regenerate at the start of a new game I added a Save state at load and then did a Load of the Save state on a new game.

    However, for some reason when I do this my invaders no longer collide with my wall and fly off the screen at a new game.

    Files here....

    https://www.dropbox.com/s/nurwkk2gwn2wg ... .capx?dl=0

    I would be grateful for any ideas please!?

    Philip

  • I tried to add wait commands nearly everywhere and no luck

  • Hi!

    I'm having a bit of trouble getting construct 2 to meet conditions.

    I set the quiz show setup to where if player 1 is unable to answer a question the host can press "H" and control is relinquished to player 2 so that they can have a chance to answer. This also should work in reverse, when player 2 is unable to answer and the host hits "H" control should be given to player 1.

    I set this up using global variables.

    For some reason it works for player 2 but not for player 1.

    Can anyone look and see what i'm doing wrong <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />PPP

    twincade.com/GameShow2.capx

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • aww yea! Thanks!

  • Hi everyone!

    I'm working on a quiz show game that uses buzzers. I'm trying to set my game up so when I press "s" an image and sound appears that indicates player 1 has buzzed in and when a player hits letter "k" a different image and sound appears for player two.

    This part is no problem. I just had the system spawn the image on keypress.

    What I am having trouble with is making it so that when player 1 hits "s" player two is locked out from hitting "k"

    I currently have it setup where an instance variable is set for each buzzer and defaults to true. After an opposing buzzer is pressed I have it set the value to false.

    When I do this and add another condition that checks the instance variable both buzzers stop working?

    I oploaded the capx at the link below if anyone can help!

    twincade.com/GameShow.capx

    Thanks!

  • 14 posts