Thanks for sharing the file.Just came to my attention that i have already downloaded this file on 4th feb 2018 and been asking you .I noticed when a duplicate copy created on my PC while downloading Thank you once again @brakewind723
It's broken. I got to -2 by firing quickly. It's probably an issue with Buildbox rather than your setup.
Itsn't broken .You have to adjust time in object settings.Its been set to 0.1 as of now.Just change as per your needs and would work fine.
Yeah just a template guys. Adjust to your needs like suggested and see what works for you, just the foundation here.
No really, it's broken. You can adjust every setting all you want but it still will end up screwing up because there is no actual logic dictating what happens. The +10 action only works if the rate of fire matches up perfectly, which is impossible to do in BuildBox. Even if you remove the counter it still could screw up because the rate of fire might not match the timing of the object death. I've had it say I won before the ball object even hits the target and it also said I won when I literally hit another ball and should have said I lost. The only way it would work is if you were to limit the shooting speed artificially so the player couldn't shoot whenever they wanted to and that just doesn't play well for a touch screen game. Even then you could potentially win even though you should lose because the object death timing might not work out. I'm not knocking you or anything. I'm just saying BuildBox just isn't capable enough to do this type of game as of right now.
I had same issue but fixed it....dont remember what i did as it was weeks ago. will have to have a look.
@brakewind how you managed to put action "next stage" into object "10 hits" Defeated animations? It takes my hours finding the solution but end up find nothing
Here are a few fixes to try for this impossible problem fellas: 1. Increasing the death delay into the 10 hit object. This gives a time interval delay that isn't very noticeable if you keep it in the low decimals (I suggest .15). Prevents it from giving you an unreasonable win or a loss. 2. Adding a navigation button with interval settings applied. For this instance you can set the interval to 10 send it to a different UI world with the desired button set up. With the right set up this also prevents the label from going into the negatives if you encounter this. There's also plenty of other exploits with menu jumps and event observer actions you can try for more or better results. The death delay damage should do the trick I believe