ailingforale's Recent Forum Activity

  • I miss C2 because I could simply go to my computer and delete the files directly. However, I realize that things change in C3. Fine.

    However, I added in a clear storage with LocalStorage at the start of my game to try and clear it, but it still seems to not do that at all. Do I also need to save in local storage as well somehow since I'm currently using system function of saving a game to a slot under "mysave"?

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  • I was getting the same problem and ended up in this post. If anyone else shows up here to solve this you have to put the same password on all four fields. So Keystore and key password must match.

    Yes, this seemed to be my problem as well. I'm not sure why the passwords need to be the same for both, but this fixed me from having the "Failed to load signer" issue.

  • I may just have to do the same thing. I just noticed the same crash in the last two days. Weird... but maybe I was just thinking it was all the save thing because that was a visible answer for the issue I was noticing more. I'm glad the roll back worked for you.

  • In my case it auto-saves and then glitches out and changes the resolution. Sometimes it would crash as well. It all stopped when I started saving more often (a practice I should be more used to by now).

    I hope that it works out for you man. That crap can be frustrating when you're in the zone.

  • Yup, I wish that was the issue though. I usually make my arrays up to 11 or 21. This way I have some that number similarly, but the I have a few rows with spaces for the randoms.

    Thanks again man.

  • So this is what the answer eventually was.

    I'm not sure what was going on with Random, but it wouldn't select (10,1) in the array. Also, other variations of this code let the button just continue to either pick more letters, pick more letters and then stop or just crash. Choose seems to nip that in the bud and should carry on because 1-10 are the same X coordinates in the array with me moving it down the Y axis +1.

    Thank you very much again for the help. Now I've just got to make it take me to a level!

    *EDIT* I believe you were also correct about the Else being in the wrong spot. It's a small detail to miss and so I missed it completely. lol (Also coding the way you understand it sticking with it because it works makes sense to me too.)

    *EDIT2* I also realized that I needed to change the =/= 0 to = 0 when checking my array (line 25) because when it is 0, it needed to keep going. Because: 0 = bad. It took some time to work the kinks out, but this is the process. I'm just glad there are people that can help.

  • Thank you very much for the response! I've tried to implement that while loop, but no matter how I put it in, it tends to freeze the game on load-up or when trying to execute the while loop itself.

    The first is the code by itself, the others are the code attached to the button you're meant to press to then send you to the selected level.

    Am I just doing it wrong?

    *EDIT* The first image isn't showing for some reason for me. Sorry.

  • I'm trying to create a random order for my levels to be picked from in sets of ten. I have an array that has 1,1 to 10,10 all marked with ones. (I avoided starting at 0,0 so the numbers match up better.) If a level is completed, the spot will be marked/changed to a 0.

    The Y part of the array is the tier difficulty and is preset until a player defeats 10 levels at which time the games adds +1 to it thus moving the player to the second tier of levels.

    I've tried using int or floor(random(1,10)) and choose(1,2,3,4,5,6,7,8,9,10) to pick the X. I need it to check if (LevelSelected, LevelTier)=0 in my array because if it does it needs to pick again. Even with manipulating the array to only have some of them be 1's the game still cycles through all of ten options.

    Any thoughts?

  • I've noticed the same problem and it was usually when C2 was trying to autosave. If I keep up on my saving, this doesn't happen at all.

  • I hear what your saying. I believe that I wouldn't need the "doortransfer" bit if I was only using one door per room. However, some rooms will have three to four doors so I need a way to tell them game which door to spawn the character properly on.

    As far as never setting it to 1, I do all of those transitions in the Door Transfer event page. I didn't think I needed them all in one place, but it helped me feel a bit more organized.

  • Sounds cool. Well, when/if you get a chance to take a look at my capx and take a look at my doors and figure out why they don't work, that'd be awesome.

    I'm very new to this and am still picking up tricks here and there. If anyone else is reading this, I'd love to hear some theories.

  • I use on event collision with door create object at location on next layout. and use variables is open/close to check if door is open or closed. I also had to add presist to open object so it remembers if it was visible or invisible when player returns to the layout and also if the same door on layout 2 is open or closed when the other door is opened.

    That sounds similar to what I've tried to implement, however, I'm not sure what you mean by closing the door. I figured that once you went through and had the door spawn your char that that was that essentially.

    Also, what's a "presist"?

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ailingforale

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