Agni's Forum Posts

  • I'm trying to start timer with this array method.. is there another way you would suggest having a timer for a unique enemy/attack pairing?

  • Yea but that can cause a double tick of damage right? On collision triggers then if the 'every X seconds' trigger is about to fire, it will tick again.

  • Okay here's what I did.. not sure why this is not 100% working for all hits and only some.. will figure out a mini capx to post if I don't get this working and it's not obvious to you what's wrong with it.

    1) Create an array to store each unique enemy + damagesenemy pairing

    2) On enemy/damagesenemy overlap, check for lastindexof(str(enemy.uid&","&damagesenemy.uid))

    3) If it doesn't exist (-1), do damage

    4) Then push a new row with the pairing + a timer.

    5) Loop every tick to decrease all values in the array

    6) Delete records that have timer go below 0.

  • Hmm okay! Thanks for your help! Works reasonably well although it looks like enemies can walk in and out of the fire without taking damage if they time it right. If I set the interval higher it creates too much spam though. =\

    It also doesn't seem to work right for projectile aoe type attacks (poison cloud), probably because the attack is traveling too quickly (similar to enemies walking in and out of fire). Is there a way to fix this without just decreasing the timer? Its almost like I need a timer to start for each attack striking each enemy.

  • How do I set up an AOE type attack that does damage to multiple enemies at set intervals? (i.e., I lay a flame trail on the ground composed of multiple sprites, each sprite when overlapped with an enemy will do damage every second)

    Overlapping fire -> spams screen, instant kills all enemies since it's every tick

    Overlapping fire, For each fire instance variable/cooldown that determines when to deal damage -> only does damage to one enemy every X seconds

    Overlapping fire, For each enemy instance variable/cooldown that determines when enemy takes damage -> enemies will only take damage from one fire sprite at a time

    This is complicated by the fact that there are a ton of different ways to damage enemies beyond the fire. Any help would be much appreciated!

  • > Jailson

    >

    > My solution is, put video in "file" property at the right side of editor (default). Just like put a text into "file".

    >

    >

    rexrainbow

    I didn't understand what you mean. Could you please give another step by step? <img src="smileys/smiley9.gif" border="0" align="middle" />

    I assume he means that he imports the file into Construct 2 (right click, import files in the bottom right window) but even after importing, this still doesn't work for me offline. Any help would be much appreciated!

  • I mean it just doesn't seem professional if we want to release a really solid indie game. Also having issues with the plugin actually working offline (doesn't seem to package the file.. will post in the plug-in thread)

  • Wondering what my best option for adding cutscenes for an offline game. Cutscenes are in a movie format at the moment.

    I've looked at the Video plug-in (http://www.scirra.com/FORUM/plugin-video_topic46310_page9.html) but that appears to allow the player to right click and stop/start the play of the video.

    Alternatively we could break up the scene into a bunch of frames but this sounds like it's going to be incredibly large in size (10s x 24fps x 1 mb per frame)

    Any help would be greatly appreciated.

  • So after spamming refresh a lot and watching the console (since it was erroring on a different file every time, I assumed it was caching them or something), the game does eventually load.

    Is this a case of Dropbox showing something is uploaded before it is or is there something else wrong? (note it was still not loading ~1 hour after exporting to my public folder)

  • Ok, I don't think this is true. Attaching a sample capx that has the same problem. It's in my public folder, the folder shows fully uploaded (green checkmark), and clicking on the link in the console error loads the file on my browser no problem. It's also suspect that a different file is generating the error every time I refresh.

    Sample capx

    db.tt/osZpTsJf

    Sample html

    db.tt/TmFn9yi4

    Edit: Spelling

  • Are there other reasons than missing file / bad 3rd party plugin that would cause an exported HTML5 file not to load?

    I'm getting the following error in the Chrome console:

    Application Cache Error event: Resource fetch failed (-1)

    Uncaught Error: SecurityError: DOM Exception 18

    But for a different file every time I hit refresh (clicking on the link will load whichever file is claimed to be missing without any problems)

    I'm in the Dropbox public folder, previous HTML5 exported versions have worked fine, pretty sure all the files are uploaded, and the preview for this capx works.

  • Wow thanks a lot. Can't believe I overlooked that. :p

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  • Hello, I'm having difficulty understanding why Construct 2 is occasionally creating a discontinuity in my randomly generated map. It doesn't always happen but if you hit reload enough you should see it.

    For example: imgur.com/54A0iZH

    I would think the engine would start at 4,3 in the array and move one direction in the x or y and then drop a room if there is no room there. I don't understand how it is moving both x AND y, creating an island of rooms.

    Here is the capx: db.tt/KucuC8UK