nimos100's Recent Forum Activity

  • When the enemy hit the player you need to subtract from HP and not HPMax.

  • Hi Austin

    I tried adding the clay.io and I have some problems, I have added an

    "ad" to my main menu, that refreshes every 15 s, and it works fine. However I then tried to make it so when the player is done with a game, and the high score is showing an "ad" will show underneath it. And when the player presses retry I want it to go away. However whenever I use the 'show' and 'hide', I get a .js error saying.

    "Uncaught TypeError: Cannot call method 'Show' of undefined."

    Im just previewing it through C2. Are there anything special about using these actions for it to work?

  • I have several questions that I hope someone can help me with.

    So I made this game, and now I would like to try to add it to chrome web store, just to try it. But I would like to make it so it shows ads before going to the actual game. And was thinking about putting this in the preloading screen.

    Can this be done with cocoonjs, or is that only for phones and tablets?

    I can see on there website that you can compile to chrome web store, but as I understand it you need to be a premium member to use it, which I guess you can always try to apply for. Furthermore it also seems like you need an account with someone call mopub who only seem to support IOS, android and mobile web.

    Anyway I tried just to add the cocoonjs to my game, and add "show ads in top" and "bottom", but cant find any information about how they work. Or how you are suppose to use them. Does Ludei or mopub or whoever controls the adds, figure that out on there own? And does the cocoonjs in C2 make sure that they are placed the correct place or what?   

    Or how would you even do something like that, if its possible?

  • I looked at you program and got it working, but what exactly the problem is im not sure. However I think that your background music might be to big or something that it causes some problems. However Im not sure and if that's the exact problem.

    But you can fix it like this.

    1. Make that "Game_loaded = 0" variable that I mentioned.

    2. And in the "Start layout at the very bottom set it to 1.

    3. In the "bullet_created" add the condition "Game_loaded = 1".

    (This is where it gets weird as that should work.)

    4. Move the play music in the "Start layout" event to the top of where you have the others. (That's simply because it easier to work with that way ) <img src="smileys/smiley1.gif" border="0" align="middle" />

    5. In the top of the start layout before you start playing the sounds, add a preload for both sounds. Especially for the music, as its the one that's causing the problem and not the bullet sound.

    That should make it work.

    I would strongly suggest you to use groups and more event sheets and just include them in the main one, that will make it a lot easier for yourself to debug and work with the program, especially when it gets bigger.

    Personally I would organize it like this if I were you:

    Make the following event sheets:

    "Enemies" - Everything that relates enemies you add here.

    "Player" - Player controls, death. Weapon sounds etc.

    "Game" - General game stuff, like "New game", "Exit game", "Turn on/off sound", "Playing music" and "Score"

    "Scenery" - Everything that relates to the background like creation of stars etc.

    In regards to using groups, its very easy to only show what you need, and to find stuff that you need.

    For instant if you have a "Player" event sheet. You can make a group called "Controls" and under that group you add all stuff that relates to player control, and in the group description you can short explain what the category does.

    Lets say you wanted you spacecraft to be able to do some speed boost. You could just add a new group underneath the "Control" group called "Boost" and then you have everything organised.

    Anyway just an advise, as I have dumbed a lot of projects in the pass, because I didn't organize them, and at some point you simply loose track of what's happening and finding some error is really hard. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • You link doesn't work.

    Anyway here is an example of how to do it.

    It uses a tracker for each tower, that will trigger the tower when an enemy is within range. And will cause that tower to shoot. As it would in a game like Plants vs Zombies.

    Tower test

  • Ahh ok I had the exact same problem.

    I solved it this way.

    Make a Global variable called "Game_loaded = 0" or something, so if this is 0 you know the game "haven't" loaded yet.

    Next, and think this is a good idea to do no matter what, as it will remove a lot of potential problems later on.

    Make a "start of layout" and here you destroy all objects that are not needed. Like enemies, rewards, bullets and so on. And stuff like HUDs, background, that should be permanently visible you don't destroy.

    At the end of this event when all objects have been destroyed you set "Game_loaded = 1"

    And then in the "Bullet fired" event you just check if "Game_loaded = 1"

    Another way is that you might be able to just mute the sound before you destroy it, and then just unmute afterwards. In a "Sound finished playing" or what its called, think that might work as well.

  • Ok just to be sure, so when you tried it in internet explorer you did hear music?

    Because in mine some of sounds and the music is not working, and have no clue why. Since some of them works.

    Anyone experienced that problem with IE and know how to solve it?

    "can you help me with a sound problem"

    I can try <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I would personally use a dictionary to store them. Its very easy to work with, meaning to get what you need, to store new stuff, update delete etc. And you don't have so many Global variables. Other than that you could also just make a "variable" holder. Like a small sprite and just add everything to it, and just make it global.

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  • You can add timer behaviour to the tower object, that will allow you to control them individually.

    If you do that, its a good idea, I think, when you apply tag. Just to make a tag like this "Reloading" & tower.UID, that way you know what the timer is doing when scrolling through you program, but also it makes them easy to select as each timer is unique for each tower.

  • Just noticed that the scoreboard is there, not sure why it weren't there before....so now I hold the first place <img src="smileys/smiley17.gif" border="0" align="middle" />

    So that should be ok I guess.

    Anyway the sound an explorer im still uncertain about.

  • So the last couple of days I have been working on this game, and finally completed it, and uploaded it to Kongregate. However since I haven't tried it before and it seems a bit confusing with all those APIs without explanation etc. I have no clue if its actually working as its suppose to. I mean it can play so on.

    But I added the Kongregate score functionality and when the game ends it should submit the score to there site....I think :)

    I did make the variable on there website, and set it to "max" options. However I cant see the scoreboard anywhere in the right side, where there normally is one.

    Also I cant get the music to work with internet explorer, but im not sure its the actual game. Or if its my explorer.

    So if someone could test those things for me, I would appreciate it. And if someone have tried adding a scoreboard to Kongregate, maybe could give me some help if it aint already working.

    Here is a direct link to the game:

    Cargo crane game

    Thanks a lot

    (PS. remember to like it <img src="smileys/smiley36.gif" border="0" align="middle">)

  • <img src="https://dl.dropboxusercontent.com/u/109921357/Screenshot.jpg" border="0" />

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nimos100

Member since 23 Sep, 2012

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