balistrerinick's Forum Posts

  • I checked my output folders that C2 creates and there is only (1) folder called "media" and there are only OGG files in there.

  • Ok, I'm new, so be gentle.

    I am a little confused about how to implement audio sounds and music

    to be most compatible.

    I found a tutorial that reads as follows...

    MIME types

    In order for your server to send audio files correctly, it must be set up with the following MIME types:

    .ogg as audio/ogg

    .m4a as audio/mp4

    Without these MIME types you may not hear audio after uploading your project to your server, or directly visiting the audio file's URL will return a 404 Not Found error.

    So, does this means, I need on my output server files, I need to create 2 folders and store duplicate sets of all my audio files in both OGG and MP4 formats???

  • Ok, I solved my own problem...

    I added a global variable called "LoopBusy" and set it to a "0".

    Then, I added an additional condition to my Collision loop

    if LoopBusy=0 then execute. My first instruction in this Collision

    loop is to set the LoopBusy variable to a "1" and then reset it back

    to a "0" at the end.

    Because C2 is more of a visual environment, I have had some troubles finding where everything is...

  • Ok guys,

    Sorry it's taken me so long to get my act together here at Construct2.

    Every programming language and environment seems to has it's own unique

    quirks and eccentricities.

    Anyway, here is my "For X Seconds" loop. It uses a random timer which

    goes off and my character throws an object. My problem remains that the "For X Seconds" timer appears to be going off while my SPLASH layout is being viewed. When a use clicks the START GAME button and my main GAME layout displays this "For X Seconds" loop has already executed.

    UPDATE: Since I'm new to C2, I finally got around to exporting my game to the actual HTML5 web files and I noticed that my Main Game layout is called "sheet0", and since I created my SPLASH layout afterward, it is called "sheet1".. I don't know if this matters...

    <img src="http://i.imgur.com/Y6HHn.png" border="0" />

  • I have a collision event which runs a little animation sequence.

    I need to disable any more collisions with this character until my

    animation sequence has completed.

    What is happening is this animation sequence QUES and repeats itself

    over and over.

    Any help ???

  • I will post my events sheet for each layout and hope I can find a solution..

    Basically, I've had to add global variables to keep my MAIN game layout from executing. This works for now, but, I do want to solve this at some point..

    Thank you for all the help :)

  • Update:

    I have isolated this problem thru adding conditional global variables which do indeed prevent the "Every X Seconds" loops from starting..

    However, I can confirm now that the "Every X Seconds" loop timers

    do count off regardless as to anything i have tried.

    Example:

    "Every Random(10,30) Seconds" loop includes a conditional global variable that prevents it from executing until a START GAME button on the SPLASH layout is clicked.

    However, upon the MAIN game layout starting, there "should" be a minimum 10 seconds before the "Every Random(10,30) Seconds" loop begins.

    This loop executes immediately upon the START of the MAIN game layout.

    This tells me that the timer has gone off and is simply waiting for my additional variable to be SET to execute the loop itself.

    So, my question has been revised..

    Is there a way to prevent the "Every Random(10,30) Seconds" timer from starting ONLY when my MAIN game layout is activated???

    I hope this all makes sense. I've been programming for many years and I am NEW to using "Construct 2" so the environment and it's quirks are still new to me...

  • Thanx guys...

  • How do I post a CAPX or screen shot on this forum?

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  • Hey Guys,

    I wanna thank everybody for all their help..

    Here's an update, I have 2 "Every X Seconds" loops on my MAIN game layout.

    When my game starts on my SPLASH layout, I added a TEXT field to display a message following a global variable to show me if either of these loops has actually executed. So I'm sure that these loops do not execute until the MAIN layout starts.

    However, what is definitely happening is that the timer for this function "Every X Seconds" has started and, upon starting the MAIN layout, BOTH loops execute IMMEDIATELY,

    These loops are set as follows - "Every Random(10,30) Seconds".

    So, I would expect that, upon the START of my MAIN layout, that there would be a MINIMUM of 10 seconds before the loop would begin.

    However, it appears that the loop timer has fired and waiting for the MAIN layout to START then it executes IMMEDIATELY.

    SO, it is true that the loop does NOT execute until the MAIN layout starts, however, the timer does begin already.

    Any ideas???

  • Hey Ramones,

    THANK YOU sooo MUCH...

    I'm new to C2, less than 2 weeks, and I've been trying to find the conditional logic menu system.

    I "right-click" and your right, there they are..

    Sheesh...

    Thanks again... :)

  • Hey Brent,

    Thanks for the advice..

    I created a BOOLEAN Instance variable for this sprite which has 2 frames

    LEFT=0 and RIGHT=1 for LEFT RIGHT punches.

    I have a ON KEY DOWN event..

    In that event, I am not seeing an option for testing the BOOLEAN instance variable as you suggested.

    The menu choices are as follows..

    ADD TO, SET VALUE, TOGGLE BOOLEAN, SET BOOLEAN, SUBTRACT FROM

    The SET VALUE never seems to SEE my instance variable on the list.

    My guess is because it is not meant for Boolean values.

    I have been puzzled by the menu options available at times.

    Under what situation does the options for

    "If then else" appear???

  • By the way, what confuses me most in all this is that, I would assume that each layout screen and it's associated events would only begin executing when that layout is ACTIVATED..

    I thought that using the "On Start of Layout" was the correct method..

    So, ALL SYSTEM events occur on every layout even when they are not ACTIVE??

    I guess I thought that each layout had it's own SYSTEM events that execute when that layout is ACTIVATED..

    Any help ???

  • Hey Guys,

    First, I want to thank everybody on C@ forums for any help/advice they offer.. I was using GameMaker up until about 2 weeks ago when I stumbled on Construct 2 and I LOVE IT..

    I've been able to spend more time on my game and less time wrestling with the quirks and bugs of the environment..

    Second, want to thank Whiteclaws for the suggestion regarding the use of a Global Variable instead of using the "On Start of Layout"..

    Seems like the "On Start of Layout" should execute on the start of a layout, but ok...

    So, moving my starting positions and music to a Global variable test condition worked..

    However, I have an enemy sprite character that pops up on screen and throws objects based on the SYSTEM: "Every X Seconds" routine..

    This routine appears to be already executing.. Again, upon clicking the START GAME button, the character has already begun tossing objects..

    Any ideas about how I can start the "Every X Seconds" routine only upon CLICKING the START GAME button on my opening SPLASH screen?

    One last thing, I'm honestly not sure what you all mean by capx...

  • Hey Whiteclaws, if you can't help, don't help..

    I'm new here, so I apologize if I offend your experienced viewpoint..

    I have a starting layout..

    This layout is the FIRST thing a player will see..

    This layout will explain the game concept..

    When I click my START GAME button and go to my actual GAME layout.

    The music is already playing and my enemy, which appears

    "Every X Seconds" is already tossing objects..

    So, it APPEARS that the actual game layout starts running

    while I'm viewing the START / SPLASH layout...

    I honestly don't know how to explain it any more clearly..