Bandril's Forum Posts

  • 9 posts
  • Worked like a charm thank you, converting it to 16 bit did the trick. Also, thank you Dataflashabot for pointing me in the direction of Audacity.

  • Odd, it shows on my machine as 2.6 Mb. If this is the case, I dont think that the file size is the issue.

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  • The file in question can be found here:

    http://www.filedropper.com/clockbell

    I can get other wave files to work but not this one, it plays fine in the resource previewer and as a music resource, but not as an autoplay/load.

    The file is 44100Hz, 2822kbps, 32 bit, Stereo, while the ones that work properly are 44100Hz, 1411kbps, 16 bit, Stereo. So I figure its a format issue? If this is the case, I am also curious as to if anyone knows of a decent free bit of software that can convert this file to the proper format (Google wasn't real helpful - or I am just punch drunk).

    Thank you.

  • Hello Ashley, very impressive engine you have here.

    My understanding is that full saves/loads and quick saves and quick loads replace the existing game state entirely (is this the case?). I need to have some global variables preserved (at a minimum).

    The general flow would be�

    1. objects from layout one are saved (move to layout 2)

    2. an arbitrary number of the these objects are spawned in layout 2

    3. they do something,

    4. the status of the objects in layout 2 are saved and

    5. return turn to layout one and repopulate the level from the saved data

    Is you recommendation still the same in light of this additional information? Sorry, it was very late when I posted or would have included more info in the initial post.

    Thank you!

  • I need to save the states of an arbitrary number of objects in the same family between layouts (I do not wish to make all the objects global). From what I can tell, an INI object is best suited to this purpose, is this correct? If so what is correct way to store and retrieve the data from the INI file?

    Storing:

    For each object of type family

    ->ini write (data type) [group name] [item name] value

    For each of that objects private variables?

    This seems to only be writing one object of each family to the file.

    How would I restore the data to the proper objects when returning to a layout (I am using system create by name)?

    If there is a better way, please let me know.

    Some quick examples would be very helpful � I did read the wiki but it did not go into any depth.

    Thank you.

  • regarding functions - I am just used to tucking everything in functions/methods, habit I guess.

    As far offset testing, the CPU burden shouldn't be a problem in a turn based setting - as only one unit will be pathing/collision checking at a time correct?

  • Thank you everyone (especially Deadeye); working with your advice I now have a working prototype � any suggestions on refactoring this into functions? I am a little thrown off by how functions work and could use some examples (wiki did not really clarify things for me)

    This is a grid based game (128x128)- I cannot use any of the prepackaged movement behaviors as they do lend themselves top down well turn based movement (as I understand it) � the grid movement behavior did not seem useful to me � please correct me if am missing something vital.

    I have seen �detectors� mentioned here on the forums several times, could someone explain how they work briefly? My understanding is that they are objects added to a container � for use as path finding aids (checks for overlapping terrain etc) they are what I want to be using correct?

    Posting a link to the new cap file for suggestions/comments � thanks again

    http://www.filedropper.com/aitest

  • Thank you, any advice on picking?

  • Hello all, I would like to congratulate the developers on building a very slick engine and a strong community.

    I need some help figuring out turn based movement/unit selection (picking) and time lines.

    What I expect to see happen here is members of the yellow family get selected by the basis of a comparison of a private id variable and a global temporary variable �

    intended Flow�

    Cap starts out with player turn enabled

    Player clicks the layout which sets a sprite at the mouse x/y � this sprite becomes the movement target for the yellow family of sprites.

    What should happen next is that a sprite should be highlighted in blue, then about 1 second latter the target sprite should be highlighted in red, then 1 second latter the sprite should move 128 pixels towards the target sprite, pause for 1 second move another 128 pixels then deactivate causing the blue and red overlays to move off screen and the next yellow family sprite to activate with same behavior and then the third.

    After all the yellow family sprites have moved, the AI turn is over and the user should be able to click the layout setting the target sprite to new location and if it were to the right side of the layout the yellow family sprites would all go through their move routine sequentially, players turn etc etc.

    Should be simple but somehow it is evading me. I do not have a strong understanding of timelines or functions (ideally I would like to wrap as much functionality as possible into functions).

    Any help or guidance appreciated and thank you.

    Cap can be found here:

    http://www.filedropper.com/timelinetest

  • 9 posts