twg's Recent Forum Activity

  • Circuit Dash is a fasted paced arcade game with minimalist graphics that tests your speed and reflexes. Turn off the colored buttons to navigate the charge past the circuits and to the end of the level. It has 50 levels with extra level packs coming out in the future, 2 different game modes, normal mode with unlimited lives and saved progress, then you only live once mode with 1 life and no saved progress, leader boards and social media integration. Here are some screen shots.

    Been working on the game for about a month now, the coding, menus, soundtrack are done, just finishing up the sound effects and levels which are about 65% done. The game will be available free on iOS, Android and possibly Windows phone, hoping to release within the next month. I'll keep this updated, but you can also follow at IndieDB http://www.indiedb.com/games/circuit-dash on Twitter https://twitter.com/Patrick_NoD or our website http://nothingordouble.com

  • Hello guys I'm new here on the forum and seek experience and learning, so I have the following questions:

    I have 2 layout, the first has 4 buttons (each 1 means background), the user must choose only one button, thus changing the background chosen.

    Chosen the background the user moves to the next layout (hence arises the doubt), how can I get the background that was chosen in 1 layout and stay with him in the second layout?

    Thanks in advance to all who try to help.

    Ron Sueliton

    Really easy to do with variables, for example you make a global variable called background and set it to 0. Then on each one of your button presses set the variable to a different number, button1 press set global variable to 1, button2 press set global variable to 2 etc.... Then on your second layout you just check what the variable is, on start layout>if global variable background =1 set background to background 1 and so on.

  • Set the Initial State of the Particle emitter to Disabled. Then OnCollision with that ballThing, Move the Particle emitter to Player.X/Y and set Particle emitter to Enabled.

    I just recreated the particles with the name deathExplosion2 and gave it the exact same events and it started working again? Something weird going on here, I have had this happen to a few projects where I don't even touch them for days and come back and something is not working and if I just recreate the object with the exact same events then it works again, this must be some kind of bug, not sure whats going on here.

    Also the way you suggested you said set the emiiter to Disabled, I see no option in properties to toggle the state of the emitter, do you mean change say the Rate to 0 then set it on collision?

  • I have an instance of the deathExplosion off to the left of the layout, then when I spawn a new one on the player it spawns with completely wrong settings, its like the default particle settings. No matter what I change in the particle properties, size, speed, spray type it only effects the instance I have off to the left of the layout, all new particle objects that I spawn don't have the correct properties, I changed the spray type to continuous and the object off the layout sprays continuous but the one I spawn is still single shot, none of the properties effect the particle object I spawn at all.

  • I have a particle object that spawns when I player dies, there is an instance of the object off the layout screen and when a player dies I spawn the particle object on player.x player.y, but when it spawns the particle object it doesn't spawn with the correct settings that I have specified in the particle property window for the object, in fact any settings I change in the particle properties window don't effect the spawned particles at all, it only changes the properties of the particle object I have off to the side of the layout view. Any advice?

  • Im using webstorage to store variables for the toggles in the options menu and when I run the game in CocoonJS launcher I get a Javascript error that says "SyntaxError: Unexpected token ILLEGAL Webstorage_common.jsm line (col undefined). This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer." After I click ok on the error and test the game the webstorage works correctly storing and loading my variables just fine. Why am I getting a javascript error yet it is still working correctly?

  • You are the publisher, CocoonJS does not take any of your ad revenue.

  • Sorry I mean't personal version, I tried to re install, now I'm only getting the unable to open with some .capx files examples I've downloaded.

  • I was using the free version of C2 and just upgraded to an indie version and now whenever I download a .capx example from the forum when I try to open it I get unable to open .capx for unzipping. My .capx files I have created open fine, it's just examples downloaded from the forums. Any help would be appreciated.

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  • eli0s thanks a lot that fixed it. I don't know if you can answer this but is there a way to check if the picking up 5 hearts event has already run once, so on the next 5 hearts that get picked up I can add 1 more to the health and set a new animation? At first I had it set up to hearts = 5 then +1 health and set frame animation, then hearts = 10 then +1 health and set frame animation, but since I am now resetting the hearts variable after 5 are picked up I don't know how to check if the event has already happened so the next time I pick up 5 hearts I can add health and change animation frame.

  • I have player with an instance variable "health" set to 1 on start, then I have an instance variable "hearts", which refers to the heart object you can pick up. I have it setup as Event>player>hearts=5>player set health to 2. So I pick up 5 hearts then the health changes to 2, that's where the problem is, the player can not take damage when the hearts count is still set to 5. The action is just keeps on repeating and keeping the health at 2 while the hearts instance variable is on 5. If i pick up one more heart making the variable count 6 then the damage to the player works as normal. How do I fix this?

  • I'm using webfonts on many layouts that are using the same font, is there anyway to globally target all the text objects that are using that particular font so I don't have to go through each layout and add webfonts the text objects individually?

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twg

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