Ashley's Forum Posts

  • Well, the activation of a group currently acts like a big 'if' statement. The activation state of the group is only checked at the top of the group, and if it is activated, all its events get run. Consider the event:

    + Global variable 'Myvar' = 0

    Action 1

    Set 'Myvar' to 1

    Action 2

    Even though the action 'Set 'Myvar' to 1' makes the condition of the event false, this does not cancel the running of the event; Action 2 is still run even though the event is no longer true. It's simply because the conditions are checked once only, and all actions are run when that check is true.

    The logic is the same with groups, and I'm not convinced it should be changed, since this behavior exists in other places in Construct. You could work around it by adding 'Group is activated' conditions to the subsequent events after a deactivate.

  • Sorry to spoil the surprise, but it's a helicopter.

  • Very nice solution, textures pull this off nicely. Kudos for scaling smoothness too!

    Hint: Enable 'Force Own Texture' on the circle layer, and add the Erase effect to the green circle. You get just a nicely antialiased black ring which might be useful.

  • And congrats on being the first person I noticed to crop up on the birthday detector machine

  • Go File -> Save As, and at the bottom, there's a button that says 'Change' next to the Format. Click it and select 'PCM' as the format, and try to match the same bits per sample/frequency as the original file.

  • Directsound only supports PCM WAV files, and those files are ADPCM. You need to convert them to be able to play them. I wrote about this in the other sound thread.

  • As I said, try using 'Autoplay file' instead. It does all the channel assignment for you.

  • It's possible to control objects without affecting ones which have already stopped - use a private variable. For example, if you have a private variable called 'Is active', set it to 1 when you create it at the top, and set it to 0 when it reaches the bottom, you have a way of picking the four or so blocks that are falling. Eg.:

    + User presses spacebar

    + Sprite 'Is Active' equals 1

    : (actions to rotate the tetris block)

    This way the event's actions only affect the falling blocks, and not all the blocks that are sitting at the bottom.

    Events are a different programming paradigm than you are probably used to. It is most helpful to think of what you need to do in terms of which objects need to be picked, and in this case, what's unique about the objects you want to pick (ie. they haven't fallen to the bottom yet). Then, it's as simple as coming up with a condition to pick those objects.

  • PCM, without going in to the details, is essentially uncompressed audio. The ".wav" file extension unfortunately covers a lot of different compressed formats of sound (even MP3 files can be stored as .wav files), and only the uncompressed ones (PCM) can be played by Directsound.

    Windows Sound Recorder can tell you what format a sound is - open a sound and go file/properties - it should say something like:

    Audio Format: PCM 22.050KHz, 16 Bit, Mono

    It says "PCM" there so you're safe. If it doesn't, you can simply choose file/save as, choose a PCM format, and save a version Directsound can play.

  • arcade_explosion1.wav - name of the file

    arcade_explosion.wav - name in the 'Load' action

    Just a typo

    FYI, the 'autoplay' action saves you having to load/play every sample.

  • There isn't any path movement in Construct yet - added to todo list.

  • Just a quick update, turns out there is in fact a Construct bug causing this, and it is on the mend. Hopefully fixed for next build.

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  • Added to todo list.

  • Heh, nice way to create 50,000 objects quickly Looks pretty cool... I guess it'd run faster with drawing lines instead of sprites, but there's no good line plugin yet (might make one soon).

  • If you don't want the starting objects to be affected by events which affect other objects, why not make them separate objects?