deadeye's Forum Posts

  • Good to know you finally got to the root of the problem.

    Sounds like it's an issue with modal layouts rather than with XAudio2. I don't know much about modal layouts though.

  • Yep. You can ignore control input with an action, which makes the platform object autonomous. Then use events to make it jump or set the direction and speed.

  • Thank you for that masterful non sequitur, Sagal.

  • What were they created with? What was their bit depth and sampling rate?

    I've noticed that wave files made at 8 bit or 22.05kHz with SFXR often times won't play in Construct, even if they play in other audio programs. Converters and sound editors might add funky header information that Construct doesn't like, as well. Or so I've heard. So it might not have been a Construct issue. Well, not totally anyway.

    Suffice to say you should be able to autoplay .wavs no problem, especially if they're short.

    Anyway, if you still have the originals you might be able to open them in something like Audacity and re-save them. That usually fixes any sounds that are broken for me.

  • Ok, sure if the text is moving.

    Timedelta isn't just for movement, it's for ensuring that anything you manipulate over time will run at the same speed on different machines. Fading something using timedelta is totally kosher.

    Usually for fading stuff though I just use Every X Milliseconds.

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  • <img src="http://files.getdropbox.com/u/1010927/SS%20screenshot.png">

    Damn, that is one **** screenshot

  • Hmm, yeah, it could be the Play Music action. You shouldn't have to use Play Music for a single, short sound effect.

    Try converting your .wma files to .wav, and add them as resources. Then use the Autoplay Resource action.

  • I'll be sure to czech this out later.

  • "On ____ Pressed" is a trigger. It happens in only one tick. You can't invert a trigger, it makes no logical sense.

    It's like saying "NOT Trigger once"

    Try "NOT ____ is Down" instead of "NOT On ____ Pressed"

  • This seems pretty solid:

    http://files.getdropbox.com/u/529356/move%202.cap

    Things I changed:

    • You only need one face object, hehe (my bad)
    • The whole control retrieval structure
    • Control presses and face directions both populate a variable
    • Animation is decided on the value of both variables

    Other things I changed that aren't as important:

    • You don't need to set the collision mode for objects every tick (or at all... you can do that in Properties in the layout) (actually that one is kind of important)
    • I didn't see any need to change the speed of the 8Dir object so I removed those events, they have nothing to do with animation, you can set the max speed in a separate group of events. As for walking/running animations... well, recreate the walking animation section and change it for running. Put all the walking and all the running animations into separate groups, and activate/deactivate the proper group as needed. That would probably be the easiest way.
    • Arrows to WASD
    • "Key is down" conditions to "Control is down"
  • You only need one sound object.

    What do your sound events look like?

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  • Edit:

    I did have a post here but I realized after I posted it that it would be buggy, so never mind.

    I'll take a look at your .cap later... it's past my bedtime

  • You and your primitive eyes and fingers.

    I just listen for the tiny pitch shift when a transistor switches in the CPU, and flex my mind to reroute the electrons. Locomotion, pff. Your biology sickens me.

  • Aw, don't be bashful. We were just joshing you. It's all in good fun

    And your game's coming along well so far. Carry on!