Herald of Time's Forum Posts

  • I did and ended up with an error message:

    [Fiddler] The socket connection to dl.dropboxusercontent.com failed.

    ErrorCode: 10060.

    A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond 108.160.173.133:80

  • I cant access what you've linked me :/

  • So i can store more than one set of information in each block of an array? or would i need to have one for each instance variable say, in rows?

  • The basic idea of what i'm going for is to do the following:

    - Create an object and customize elements of it. (Got this part down)

    - Store it away.

    - Bring it out again being called by designated name assigned to a key command.

    So my questions are:

    What is the best way to 'store' objects away? (Do arrays work or is there a different method i should use?)

    Can an object stored away be called out by name or would i have to use its UID?

    Help would be greatly appreciated.

  • Does anyone have the answer to this problem?

    Edit*: He asks and then realizes that the problem is for an entirely different reason.

  • Thank you for your willingness to assist Kribzy

  • https://dl.dropboxusercontent.com/u/12519315/Game%20Project%20issues/MomentPOC.capx

    Link to capx. All you need to do is move to the right of the enemies and press left on a keyboard to fire the projectile at them and see what i mean. The number at the top (in the center) signifies the number of collisions the brown enemy has registered

  • I'm basically trying to do the following:

    • Pressing a combination of buttons fires a projectile (part of the EnergyRelease Family)
    • Upon collision with an enemy (a sprite of the Enemy family) an entity is created at the point, and plays its animation (I wanted associated effects with it, but I'm currently having this problem) depending on various variables.

    Currently everything is set. I've checked and the 2 objects are colliding properly. The variables are working correctly. But it doesn't register the animation unless more than one projectile in a row is fired, and I'm not sure what I'm doing wrong.

    I'm preparing a Capx, but does someone know a way of solving this?

  • Ok, i now know the problem. Unless I put the "Trigger once" under the pressing of the button, it registers as me continuously pressing it, causing the count to go up to 20+ in one button press. O.O

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  • Ok I used it, and i'm thinking that its the way i arranged things that is messing everything up.

  • *Facepalm* I dont have the *trigger once* element in there. Ugh!

    Edit*: I used it before, but it didnt work when i used it before so i messed up somewhere

  • Tried the first suggestion, its doing the same thing (instantly at the last group from pressing x button)

    Going to try the second suggestion.

  • Ok thank you I will try this

  • I'm trying to get my controller to perform a series of steps sequentially (move around to select __________, press X, perform the next selection, press X, etc).

    Basically I'm trying to make a menu that does the following:

    Step 1 - Select element in group of objects by pressing up or down. Move on by pressing X.

    Step 2 - Select second element in group of objects by pressing up or down. Move on by pressing X.

    and so on until all elements are selected.

    The problem is that after step 1, when i press X all 5 steps are selected instantaneously. For consistency i want to make it so that X is the button the player presses to move on, and I've tried several avenues to solve this problem, but they all seem to fall flat. I also figured this would be an easily solvable problem, but for some reason (maybe the wording of my searches) I'm having trouble finding the solution.

    Does anyone know how to solve this issue?