AnD4D's Forum Posts

  • Not sure if this is a bug or what, so I thought I'd see if anyone else was having this problem.

    I'm working on some music. I export it as a FLAC as 22hz Mono. Try toimport it into C2, and a message pops up saying that it's failed OOG, but everything else is fine. I then re-export the same audio with 44hz with the same name, import, and the same error.

    I then change the name of the file, reimport it, and it works fine.

    It's as though C2 is remembering that there was a problem with the file, and is rejecting it based on that. Only when it doesn't recognise the name does it allow it through.

    Can anyone confirm this?

    Here's the audio I used:

    audio link

    Note that to test this, you will need to rename the second track to match the first.

  • I would just add in a variable instance for each character that shows how often they strike (StrikeVar) (say 200 for example). Then every tick add their attack speed to another variable called "WaitHit" or something.

    If WaitHit > StrikeVar set WaitHit to 0. Play animation attack.

    If Player animation attack is playing, and player is overlapping enemy subtract player.AttPow from enemy.HP.

    I wouldn't worry about timer just yet.

  • Oops, my bad! I had a system set up so that the listen point was designated before the object was created. Didn't think it would make a difference, but if an object is referenced and doesn't exist, it reverts to 0,0.

  • Strangely, if I have an object that is always trying to follow the anchored object, and have that as the listen object, it still doesn't work, even though its X and Y do appear to be changing.

    At the same time, if I position the same object all the way to one side, and I approach it, the sounds do get louder.

  • LittleStain I don't want the sound to come from the centre, I want whatever object is doing the listening to be in the centre. Sometimes things may be colliding off screen, and I want to be able to hear where they are.

  • I have been having a few issues with the positional audio. I want the listen point to be the centre of the screen at all times.

    I therefore want to have an object that will always be positioned in the centre of the screen, even when the layout scrolls far away. I have tried putting it on a layer that doesn't scroll (HUD), but that didn't work. I think the code takes the position from its X and Y position, which is still at the beginning of the layout.

    I then tried using the anchor behaviour (all four sides) on a normal layer, but that appeared to have the same result.

    I have tried to put the listen point on the object that does all the scrolling, but sometimes it moves off to the left or right side of the screen, meaning the audio is usually coming out as central, rather than left or right aligned.

    I just need the listen object to move around freely, but always be dead centre of the screen without the HUD or anchor, as they don't appear to be compatible.

  • Seeing as you asked so politely :)

    https://dl.dropboxusercontent.com/u/50465867/Construct/CarDrive.capx

    I have also changed the wheels to circle physics, so it is smoother, and given the car a 'clicked' boolean. Please see the file, and let me know if you have trouble.

  • Ahh, thanks Grave

    Sorry I misunderstood

    So it was Internet Explorer and Firefox that weren't working, rather than Chrome. Interesting.

    Thanks a lot!

  • Nice! I'm also getting a pretty constant 60fps. Now I just need Construct 2 updated to fix the collision disabling and I can finally finalise my game through mobile testing!

  • Hey guys!

    I've been working on this game for the last couple of months. Development has been really smooth.

    I've recently released a new video for it, which you can see here:

    Subscribe to Construct videos now

    Also, if you want to play the most recent version of the demo, you can follow this link:

    www.bearboxmedia.com/games/Internal/index.html

    Any glitches, suggestions would be greatly appreciated.

    I've had quite a few people comment on the graphics, saying that they aren't too keen on the style, but on the other hand I've had a few people say how good it looks. I've been staring at it so long, I've lost perspective.

    I've learned a ton doing this project, so if anybody sees something they're interested in knowing how to do, please let me know and I'll do my best to help out!

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  • I thought the listener was only for the Z plane. The bug only happens in Chrome, so I don't think it's something I'm missing.

    I may be wrong...

  • I saw the bug report based on location, but this one is based on distance. Not 100% sure it's a bug, but I'm not sure how it can be useful.

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/50465867/Errors/SoundBug.capx

    Steps to reproduce:

    1. Just play the game.

    2. Click on the screen, play attention to the audio volume.

    3. Use the right arrow key to move over to the right.

    4. Click on the screen again, notice how the volume gets lower.

    5. Move back over to the left when done.

    6. Click on the screen, notice how the volume gets higher again.

    Observed result:

    Positional volume gets lower the further away from position 0,0 you are.

    Expected result:

    Positional volume should be based on the distance from the centre of the screen to the object, not 0,0.

    Browsers affected:

    Chrome: yes

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Windows 7 64bit, SP1

    Construct 2 version:

    r136

        SoundBug

  • Just in case anybody needs it using blackhornet 's great bit of software :)

    ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,;:?!-_~#"'&()[]|'\/@�+=*$��<>

    I hope this helps someone. I was trying to use / for ages, and it wasn't working :) Just copy the above and paste it into the character set at the top.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/50465867/Errors/RenameBug.capx

    Steps to reproduce:

    1. Open up a sprite to see the animations

    2. Right click in animations and click Add Animation

    3. Name the animation accordingly and press enter

    4. The system selects the top animation (for some reason) click back down to the newly created animation, and click open to insert a new sprite.

    5. Right click in animations and click Add Animation

    6. Name the animation accordingly and press enter

    Observed result:

    The animation name at the top of the list is changed, not the newly created one. Note that this only seems to happen on the second loop after a new sprite has been added. It's also frustrating that the top item is always selected, meaning I have to scroll down the list each time I add in a new animation.

    Expected result:

    To change the correct animation name

    Operating system & service pack:

    Windows 7 64bit & SP1

    Construct 2 version:

        r136