caiorosisca's Forum Posts

  • You can open both projects in C2, create a new event sheet in the project you want to copy TO.

    Open the event sheet you want to copy, ctrl+a > ctrl+c.

    Go to the event sheet you just created, ctrl+v.

    Works for me

  • It looks right, try double checking if the image point is at the right place in every single frame, on all animations, and both sprites.

    Another test you can make, remove the pin behaviour from the slashing sprite and add a Evert tick event and set Slashing sprite's position to another object (PlayerBox/running animation) at image point("Sword").

    Try uploading a capx, makes it alot easier to find what's wrong, it doesn't need to have the whole project, just the part that isn't working.

  • It would be great to be able to control sounds throght different channels, for example music and SFXs would be a good start.

    This way you could control volume, mute, whatever separately.

    This could be implemented on the Audio plugin to make it better. Has anyone done something related to this?

  • Actually I don't think so. If your use MUTE, it will only unmuted the ones that were playing before, you are not calling PLAY. You can try with: mute, set volume to 0, pause. There are some different approaches to try out. I haven't messed that much with audio yet, so I can't tell you for sure which one would work.

  • What if you tag all the music as "music" and set mute for that tag?

    C2 is definately lacking some channels on the audio object, something to link an sound to a channel and being able to mute just it.

    Haven't looked at how to write plugins yet, but maybe that's something to look after now

  • Just guess, I don't know how the bullet behaviour works in background, but maybe trying to remove it and coding some simple movement could help.

    The problem here is that there are way too many snowflakes, and they're all over the windows so the redraw area is pretty big.

    Can't help you

    edit: also just realised that the overlapping actions are being triggered the whole time (snowflake overlaps player), adding a trigger once while true in that event helps.

  • are you looking for performance improvement? it's running 60fps here at all times

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  • You can use Audio > Set silent

  • To be honest I have no idea why that is happening, makes no sense at all after the tests I've done.

    Anyway I found a solution for it, a dirty one but works.

    Check the modified capx, maybe that leads you to an answer, you can set the aim object to be invisible if you want to use it like that.

  • If you want alimentoX to be able to be put in the plate only once, you can use some global variables to check if that alimento has been already put in there.

    For example, alimento1alreadyUsed, than you need to check if this var is false when you drop the alimento over the plate, and then set it to true when adding 1 to proteinas.

    If you have lots of 'alimentos' I recommend using an 1D array or dictionary to keep track of which one has been already used.

  • smaller animations actually affects performance, because the re-draw area is smaller.

    Anyway C2 can handle 24fps animations, I have some running in my games, there must be something wrong with your animation. This really sounds weird.

  • Well, it's alot harder to try helping you now that you removed the capx

  • You need to add the Pick event to set which one you want to destroy.

    Try posting a capx, so it makes it easier for us to help you out.

  • Not sure if you can insert object types into an array in C2.

    A work around you be to set a random number and pick a specific object to create depending on the result.

    Something like

    r > Set value to int(random(3))

    r = 0 > create object1

    r = 1 > create object2

    r = 2 > create object3

  • I don't really understand what's going on, but it looks like your are looking for masks, I'm also not sure if they exist in C2.

    You should try to search for masks in C2, maybe there's a plugin or something you could use.