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Messages - JeffreyDriver

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Windows / Mac / Flash / HTML5 / Re: Epsilon - Testing
« on: April 24, 2016, 03:39:24 am »
yup, doesnt add suit to inventory.

You've been unable to pick up the suit? Once you've fixed it, click it again to collect it.

Windows / Mac / Flash / HTML5 / Re: Epsilon - Testing
« on: April 23, 2016, 05:24:56 pm »
The farm bug is now fixed!

Windows / Mac / Flash / HTML5 / Re: Epsilon - Testing
« on: April 23, 2016, 04:51:44 pm »
i love these kind of games, but of course im stuck :/

the key card was very difficult to find on the first scene for me,

you have a small bug on the spacesuit, its showing two lines of text at once  "somebody damaged it" and when i select an item (i.e. the resin) and click on it, it says "somebody damaged it" and something else together.

i did something in the farm (dont wanna spoil), i left the room and now i cant re-enter, so i guess im stuck :(

Thanks for playing! And thank for the comments. You should always be able to reenter the farm, so that's definitely a bug. I'll fix it ASAP.

Windows / Mac / Flash / HTML5 / Epsilon - Testing
« on: April 23, 2016, 02:32:32 pm »
Hi all,

I've been working on a game and besides for a few whistles and bells, it's finished (I think). Although I've done a few smaller projects, I'd say that this is my first proper game. I'm pretty pleased with it so far.

I'd really appreciate it if you could play it and provide a little feedback.


EDIT: The finished piece is too large to upload here, so I've stuck it on Kongregate.

Ask a Question / Re: How do I export as HTML5 on OSX?
« on: April 23, 2016, 09:52:27 am »
Thanks for your help Justin. I've installed the latest version, but am still having trouble. Can't figure out where to update the default Java path. I'll keep looking though.

Ask a Question / Re: Point & Click Inventory System Issue
« on: April 20, 2016, 08:35:30 am »
im a noob but let me cautiously guess that the problem is that both "if" are fired the same time, try switching the 2nd one for an "otherwise if"

Thanks, you were right. It's working now. Thanks for your help.

Ask a Question / Point & Click Inventory System Issue
« on: April 20, 2016, 04:15:17 am »

I'm working on a point & click but I'm having an issue that I've been unable to solve. Items in the inventory have a number attribute attached. The number changes according to the state it needs to be in. E.g. 0 means it hasn't been picked up, 1 means it is now in the inventory, 2 means item is selected etc.

It's at state 2 where the problem is. I can pick up the item, but for some reason I can't select the items once they're in the inventory.

I've been looking at this for two days and cannot figure it out.

Any help gratefully appreciated.

Ask a Question / Re: How do I export as HTML5 on OSX?
« on: April 18, 2016, 10:09:04 am »
I'm having the same problem. It will not export as HTML5, even though I test it as HTML5 and it runs perfectly. Looking forward to having the HTML5 work as I hate Flash. I'm attaching my error logs too.

Nevermind, I managed to fix it. Just in case someone has a similar problem, here's how I fixed it:

I added a boolean called 'can upgrade', as soon as an upgrade was purchased it changes to false, stopping any other purchases being applied. After .5 of a second it changes back to true.

I'm developing an upgrade system for something I'm working on and have run into a problem I've been unable to resolve. The upgrade system works by checking the current level and checking the amount of money the player has, but it always applies the maximum number of upgrades available. i.e. clicking the health upgrade button won't just buy the next upgrade, but it always buys the highest level possible. I'm stumped. Any help gratefully appreciated.

Ask a Question / Health Manager Problem (Persistent)
« on: March 31, 2016, 06:54:30 pm »

I've run into an issue with the bundled Heath Manager which I've been unable to resolve.

I wanted to create three levels of difficulty, and since the only variable is going to be the number of lives they start with, I decided that a simple solution was to have three different player actors, each with their own unique health behaviour.  When the player selects a difficulty, it updates a boolean and when the level loads the boolean tells it which version of the actor to create.

It works perfectly unless I choose to have the  health value set to persistent, as I do on the hard mode. On hard mode, the level loads and the actor is killed instantly. The death animation plays, and that's it. I've been playing around with the behaviour for ages, but can't get it to work. I've attached the actor create code, and the health behaviour  for the hard mode.

Any help gratefully appreciated.

Ask a Question / Re: Reversed Gravity & Jumping
« on: March 31, 2016, 07:03:45 am »
Sorry for the tutorial delay, but I got carried away when doing the preparations. Now i have a tutorial on how to do 4 way gravity manipulation and movement haha... should be there tomorow!

I'm still interested in seeing it!

Ask a Question / Re: Reversed Gravity & Jumping
« on: March 30, 2016, 12:21:31 pm »
Okay, so I finally solved this, and the solution was quite simple, though I wouldn't have got there without what I learnt from tigerteeth.

Instead of using a boolean to check the true/false status of my 'gravityisreverse' attribute, I just made it check what the gravity is doing directly e.g 'if vertical gravity = 85'.

The boolean idea should work, but it's not for some reason. At least I've now achieved what I set out to do.

Ask a Question / Re: Timed Events (Do After) Problem
« on: March 29, 2016, 10:49:25 am »
I have a feeling that once you kill the actor (the kill self block), the Do after [] seconds block will not run.  (I could be wrong thou, so put a print [] block inside the timer and test with and without killing the actor).

Thanks! You were absolutely right. Killing the actor, kills the code attached to it. Blindingly obvious now I think about it. I was trying to be clever by using the code once, on just the bullets, but I stuck it to an actor, and with a little tweaking it's working perfectly. Thanks again.

Ask a Question / Re: Timed Events (Do After) Problem
« on: March 29, 2016, 10:09:32 am »
The Do after [] seconds block doesn't stop the rest of the code from running. It will simply remember something that will run after x seconds.
So in your last case, your code will check if freezeDelay = 1 before the Set freezeDelay =1 block.

Thanks for explaining that. However, I'm still having trouble. Any idea why the code in this screenshot wouldn't work? In principal it seems quite simple, but I'm obviously missing something.

I've also tried keeping the 'set freezedelay'  block and attaching 'if freezedelay' to the actor.

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