superstringman's Forum Posts

  • 6 posts
  • Thanks for the info. After some digging I finally figured it out as well. So at least I'm on the right track.

  • Is there any place that explains this better? I'm digging through the js and I'm trying to figure out what you mean by "replaces the current frame." Seems to me each instance would have a separate current frame.

  • Can I add a frame on the fly or do I have to estimate the number of frames needed at edit time? Also these objects are getting created and destroyed constantly. You think I need some type of counter to figure out which frame to set it to?

  • I have two sprites connected together in a container. On a certain event I create sprite1 and pin sprite2 to sprite1. And on every tick I set sprite1 to move and sprite2 moves along with it. I continually create sprite1 objects and each time the proper sprite2 seems to be pinned and everything is great.

    But after this I use the Load Image from URL where the URL is determined by a subevent to update sprite2 and it seems all instances of the sprite get their image updated. I've tried putting an Opacity action in the same subevent and only the proper instance of sprite2 gets changed. Is there some issue with Load Image from URL not respecting the instance in an event?

  • I did see that, don't think it applies to me. Was hoping that someone out there was using the signalr framework and got their websocket going.

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  • I have a web socket server running locally which I use a lot for client communications, works very well. When I try to connect use Construct I get error code 1006 back and no error message. I can at least see some type of connection trying to be made by putting in some breakpoints on my web server side, so it's trying at least. What's the best way to determine what's causing the 1006? Is there a way to trace through the websocket plugin? I'm using a signalr server btw and the connection is dying somewhere between the processrequest and onconnected events in the persistentconnection class.

  • 6 posts