Burvey's Forum Posts

  • Ah, ok. I've never played the game, just saw the videos.

  • I like it. It's a fun and refreshing take on the classic puzzle type games.

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  • It's actually very well done the way that he does it. If you look closely, the flashlight only shines the more dim light on objects that are shorter then the player. This is quite realistic. The light does not cross over or go through taller obstacles like the walls.

    Watch the first half of this:

  • There must be something in your code causing that to happen because it is not by design. If you can post your capx for us we can help. Otherwise you'll need to make a new project and add your items / behaviors etc and try to debug it yourself that way.

  • Yes, I do this all the time. What I do is make the value of the variable the same as the animation name, then you can make an event like this:

    On Q pressed set player var_animation to "animationname"

    (whatever trigger you like) set player animation to player.var_animation

    or

    If player var_animation="walkleft" set animation to player.var_animation

  • Take a look at this:

    If that is close to what you're looking for then maybe you can ask tallenwebdev for some advice to get you on track.

  • I was thinking, since this is an old project I'm using WebStorage (not for the save, but for something else) rather then LocalStorage. Does the system save / load rely on LocalStorage now since WebStorage is depreciated, and if so, do I have to have the LocalStorage object added to the project for system save to work correctly? I'm stumped as to why it works perfectly in preview mode but not after export.

  • tomi71 If your audio was lagging then you were most likely playing on a device that wasn't up to specs.

    Or, there is a known browser issue where when you play positioned audio for the first time there will be a pause while the sound information loads up. You can work around this by playing the positioned audio for the first time at the start of the layout at something like -1000db. (You should do this at before the player starts the game, like on the title screen layout for example). That allows the positioned sound info to get processed by the browser at the start of the layout without the player actually hearing the sound.

  • I liked it. It's simple yet hard at the same time. Almost like friendship.

  • First add your listener object (usually the player sprite) on the start of the layout. Then add the sounds to the objects you want in the event sheet. Then click on the Audio properties menu and tweak the different settings until you get everything exactly how you want. The C2 manual will tell you what all the different settings do.

  • What's stopping you from using the invisible solid object method?

  • I just noticed that on one of my old games, the system save and load aren't working anymore after export to nw.js (I re-exported it after I fixed some bugs). It still works as expected in the C2 preview. Any idea what could cause this? I'm just using the simple system save slot and load slot.

  • This should get you started. This uses a spritefont but you can do the same zoom effect with sprites or whatever.

    https://www.dropbox.com/s/6gpdz8qk4658u ... oming.capx

  • Maschka Thank you for your comments. All the levels, including the entire overworld, dungeons, towns, caves, special battle areas etc are on their own layouts and since I use tilemaps for almost everything I can make the levels big without using up too much resources.

    I do most of the design in Gimp and Tiled.

    My children are a little young to play test the game, but they love watching me work on it.

  • You're welcome. Stuff like that is easy to overlook. Glad you got it figured out.