Herald of Time's Recent Forum Activity

  • 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?

  • Here is my Capx link. If this doesnt work, please tell me

    https://www.dropbox.com/sh/gqwk5r25amzkabz/AADQlHC70rrJGy_W737DFmzla?dl=0

  • I'm trying to do the following:

    Spawn an special object, disabling the character's movement temporarily in the process.

    Move it within a set distance from the player.

    Pin said special object.

    I know how to Pin, Spawn, disable movement etc, but for some reason the object keeps flying all over the place.

    I tried using the distance formula (If there is less than X distance between player object and special object), pinning after X distance with the rope formula, and tried making it so that so long as its overlapping another object it can move. So far no luck. Is there any advice? Am i using the distance formula wrong?

  • I feel so dumb... but I've always used set time scale as opposed to set object time scale.

  • I've been trying to figure this out for a while, and been searching around but i haven't found the answer. Is this possible to do in Construct 2?

    Essentially I want to make it work this way:

    When the game is not paused

    If time is stopped (forgot the exact function to call)

    The player can still move as normal

    and

    When the game is not paused

    If time is slowed

    The player can still move as normal

    Anyone know how to do this?

  • Hrm, It looks like I cant use this then, and will have to remake it. Thanks for helping out though!

  • ok, finally found it.

    Name: AMD Radeon HD 7640G

    Manufacturer: Advanced Micro Devices Inc.

    Chip Type: ATI display adapter (0x9903)

    DAC Type: Internal DAC (400MHZ)

    Total Memory (approx.): 4059 MB

    This good?

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  • Radeon HD graphics 1.90 GHz

    This isn't the GFX card?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/12519315/Game%20Project%20issues/13th%20Peoject%20error.capx

    Additional exe file link: dl.dropboxusercontent.com/u/12519315/Game%20Project%20issues/13th%20compact.zip

    Steps to reproduce:

    1. Download the capx file and export the project to node-webkit

    2. Once exported, attempt to run the file

    3. Note the lack of results

    Observed result:

    The game starts to download, stops after a certain point (often nearly at 100%), and then turns blank.

    Expected result:

    The game should start running with a character with various surrounding elements, including falling boxes

    Browsers affected:

    Chrome: yes/no (n/a)

    Firefox: yes/no (n/a)

    Internet Explorer: yes/no (n/a)

    Operating system & service pack:

    Windows 7, Service pack 1, Radeon HD graphics 1.90 GHz

    Construct 2 version:

        

    Construct Release 139

    I desperately need to know if this can be remedied asap.

  • Ok, so i'm using the line of sight events from the link below as a method of player-enemy platformer interaction for my game.

    scirra.com/forum/c2enemy-line-of-sight_topic45095.html

    However, i want to use the line of sight for more than one enemy which would react differently depending on whether they see the player or not. However, i'm having difficulty getting it to work, and im wondering if i have to make a different line of sight for each enemy or if i need to adjust the line of sight to take multiple enemy sprites into account.

    Advice on this would be most appreciated.

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Herald of Time

Member since 22 Aug, 2012

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