BinaryPanda's Forum Posts

  • The .ogg files are between 6KB and 42KB most are in the teens. Have less than 10 in game.

    Converted at the lowest rate in construct.

  • Yes pre-loading on the specific layout at the beginning, and yes tried to load other layouts and back in but still have the lag.

    PC is fine and all synced up

  • Had a quick search and it seems this is the browser fault?

    Is there any way to stop my sound FX from lagging on android mobile? Or is it something I just have to put up with?

  • Anyone had experience in trying to get this to work? Does it work? or is the advertising just while the game runs on a website? I get the following error message after building for the desktop and running with the adverts set up. And cant seem to find any information on it.

    Uncaught node.js Error

    TypeError: undefined is not a function

    at Object.m.exports.error ()

    at c.f ()

    at c.emit [as $emit] ()

    at c.onPacket ()

    at d.onPacket ()

    at c.onPacket ()

    at c.onData ()

    at WebSocket.websocket.onmessage ()

  • I seem to have resolved this from setting the refresh interval to something other than the default.

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  • Has anyone set adverts up using Clay.io?

    I have installed the clayio and clayadvertisements plugins and added the API key.

    created an advert object and then tried to call the refresh in construct of the object.

    At which point it crashes on execution with a javascript error where it cant read proerty of "refresh" undefined.

    Anyone have any tips on what I am missing to make this work.

  • Can anyone shed some light on how, once I have the Adsense code, to then be able to set it up within a game?

    Or which way to go when trying to ad advertising to a PC only type of game that may be run as a standalone or in a browser experience.

  • Ah resolved it thanks

  • Forgot I did try repeat once, but still not going to work with the FOR.

    What i was trying to do is execute one loop, wait a few seconds then move onto the next loop.

    Not have all the loops running at the same time but in sequence.

  • Yeah have it working that way too, but was trying to add in some other checks and thought the for loop would allow me to get those things working easier. Clearly not

  • Could someone explain what this for loop is doing when executed in construct?

    sounds a silly question but its doing strange things.

    Cant seem to get predictable behavior from it. All I want to do is

    when something happens

    from 1 to variablestorednumber

    every 1 second

    ---------------------------- do something

    if i repeat it once for an action what i get is the the loop seems to just jump to the end, no matter how i play around with it.

    And if i dont do that it just keeps counting up.

    Cant seem to find a working example of the for loop about.

  • Thanks for your help talking this through.

    Think I have it working now, Just testing all the numerous states it can go wrong in.

  • Here is a graphic of what I have set up as basics, hope that sheds some light on what I am doing wrong.

    [attachment=0:2kij3mny][/attachment:2kij3mny]

  • Well when i try and enter the user name or channel address i get the browser going to this:

    YouTube /user/Binary%20Panda%20Games

    or

    YouTube /user/UCFV3603aS565w1bc7GWw1Kw

    What i need is it to say "channel" where the "user" currently is in the web address.

  • Thanks for the reply.

    I think this is pretty much what i have set up, but am using a boolean to change the state of the chest.

    I am spawning characters which have the bullet behavior and then setting their angles to the chest they have picked. If no chest in sight then they do something else until a chest does come into sight.

    I have something like this:

    for each character that hasnt picked up a chest

    chest/pick nearest to character (pick nearest one to character)

    chest/chestFALSEchosen (has the picked chest already been chosen by a character)

    character has LOS to chest

    ----- action ---- chest/set chosenTRUE (set boolean on chest to have been chosen)

    chest has NOT been picked up by player

    chest chosenTRUE (chest has been chosen by a character)

    character has LOS to chest

    ----- action ---- character rotate angle towards chest (set the character towards that chest)

    (sub events under the above)

    stuff when the character gets within certain distances do certain things

    when character is on top of chest set the picked up boolean to TRUE

    add the chest count variable

    destroy the chest

    what seems to be happening with that is the spawned characters are still able to be given the same chest to aim at, if i collect it first they then aim at the next closest chest to them.

    what i need is pick nearest that hasnt already been picked then move onto the next nearest if it has, but i dont think the picknearest is behaving like that.

    Under the For Each Character at the top of this page, If the condition of "chest chosen" is TRUE in the same block (where it should be false to get the action to work) then I think it skips the action part associated, which is why i was thinking of storing and comparing the UID of the chests etc At the moment all characters seem to be picking the closest chest to them no matter what.