Alcaizin's Forum Posts

  • 8 posts
  • In the game that I'm working on, I'm using a generic door object (a box-type that I can resize and skin later) in a couple of layouts. I want the door to be able to open (by fading out) after certain conditions are met. However, in one layout the timer passes quickly (setting the "fade out" time to 1000 ~2 seconds to fade), while in another it fades very slowly (fade timer of 1000 ~2 minutes to fade). Since the timer should be running off of the computer clock, what's going wrong? Does Construct track time differently between layouts? If so, how can I standardize it?

    EDIT:

    Found the solution myself. The trigger condition I was using for the problematic door was triggering continuously once met.

  • I'm attempting to move between layouts in a basic platform game. However, when I try to go to one level from another all of the objects from the first level transition over as well, causing overlap and thus confusion. My suspicion is that they do this because they're global objects, but I need them to be so that I don't have to create new ones in every room. Is there some setting that I'm not checking off so that this doesn't happen?

  • That did not work.

    I tried AppPath & "Sounds\gunshot1.wav", with a result of exactly no sound coming out of my speakers. Is there something else I'm missing?

    EDIT: NVM, it did work. I had to open up the action menu rather than editing it from the tooltip, for some reason.

  • I'm trying to autoplay a sound in my game, but it's not playing when the event that triggers it happens.

    The sound is in a subfolder in the same folder as my game.

    I'm using the "Autoplay file" action for my sound controller object; I did spell the file name correctly.

    Specifically, the action reads

    Sound: Autoplay file AppPath & "gunshot1.wav" (No loop)

    It triggers on a single or double mouse click, if certain other conditions are met.

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  • I'm trying to display a private variable of an object in a text box. When I set the text to "Health: " & Player.Value('HealthCurrent') & "/" & Player.Value('HealthMax') and run my application, it shows Health: 100/ and drops the last number. What am I doing wrong? I defined both of the variables before the text set event.

  • It was a placeholder sprite anyways ;P

  • I figured it out. When I created the sprite, I made it out of two boxes and assumed that the interiors would also be part of the object. They weren't. Derp.

  • I'm attempting to use the drag-and-drop behavior to drag and drop objects in a game I'm making for my school library to teach students about the Dewey Decimal system. However, the object won't move when I mouse over it. I created a "Mouse and Keyboard" object, and the drag target can sense when it's being clicked on (I can make it flash), but it won't move. Is there something that I'm missing?

    EDIT: I'm enabling/starting the behavior for the object when the layout starts.

  • 8 posts