Ashley's Forum Posts

  • Probably not. XAudio2 just very simply calls on Windows Media Player's engine (Directshow) to play the file, so I guess either the MP3s are exported wrong or there's something special about WMP. If you're playing sound effects though, don't use the Play Music action - use the channel actions, it's faster and supports mixing. You can't play MP3s on channels though, so converting them to WAV is a good idea (and isn't that big a deal if they're short sound effects).

  • I tried it too and you're right, it doesn't appear to play in XAudio2. I'm not sure why. Do you know how the file was exported or created?

    I'm not sure but I think the file's header information might be wrong: it says it's 160kbps, but the MP3 codec seems to think it's 107kbps. My best guess is WMP has better error correction and can figure out what the file really is from its misleading header, but XAudio2 can't. It happens in the audio engine so there's nothing I can do about it, but I think this is because the file's data is wrong. Maybe converting it or finding a program that can repair it somehow could fix the file.

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  • 'Play music' uses the same engine as Windows Media Player to play the file. Are you sure it doesn't work in WMP either? Could you send me the file so I can test it myself?

  • Nice! Can it export alpha channeled PNGs?

  • Ashley, could you make a cap please with key pressing events?

    Have you tried some of the tutorials listed on the site? That's a pretty simple event so you might want to work on your general familiarity with the event sheet editor.

  • Bots really are a pain in the *** on our forum, us admins/mods end up doing a fair bit of maintenance behind the scenes keeping the forum running nice and clean and spam free. I hope noone minds the occasional "are you human" check - I thought it only triggered when registering, but I guess it wants to check each username/IP address combo at least once, then it should go away.

  • As I said before, this would probably be fast implemented as a shader, but I haven't seen any shader implementations of this anywhere. Do they exist? There's no point doing it in software since transferring data between VRAM and system RAM for CPU drawing is really slow.

  • You could do that, but the collision would only be accurate to the nearest 200 pixels, which is quite a large error. You might want to use a smaller object (maybe 30x30) and have a shorter maximum distance to save CPU (is your layout really going to need you hitting things 10,000 pixels away??)

  • This is possible with ordinary events, you've probably just got things in the wrong order. A .cap would help. However, I'd advise instead of fully disabling collisions to prevent a collision event running, just add an extra condition to the collision event! eg.:

    + On player collision with obstacle

    + Player Z is whatever

    -> Do actions

    This is much more robust - it still allows collision checking with other objects, and it probably works the way you want it too as well.

  • The 3D box object is kind of experimental right now. Log a feature request for this and maybe we'll get round to it some time, but FYI I'd expect this only to be possible with power-of-two-sized textures (eg. 256x256, 512x512 etc).

  • Use the Sprite's built-in 'rotate toward...' actions in the angle category. If you use simple less than/greater than comparisons with angles, it won't work correctly over the 0/360 degree changeover. The rotation actions take care of this for you.

  • The 'Get RMS level' or 'Get Peak level' expressions sound like they do exactly what you want.

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