Dynobot's Forum Posts

  • In my current game I have two sets of buttons. Game buttons and Pause buttons.

    I have a global variable (pause) for a pause menu in my game to use the Pause buttons. When I enable the pause variable (by adding 1), I would like to disable a family with game buttons nested inside of it. When I am finished with my pause menu it sets the pause variable back to 0 and ideally, re-enabling the family with the game buttons.

    The current problem I have is I am able to play with Pause buttons from the pause menu at the same time as my game buttons. I would like the game buttons disabled during my Pause menu being active...

    I can't figure out a way to disable my game buttons family. Any suggestions out there?

    Tagged:

  • Thank you Dop2000!

    Leaving a link below as a breadcrumb for anyone else with questions in this general area. I wasn't getting the syntax right. You set me right. Much appreciated.

    construct.net/en/forum/construct-3/how-do-i-8/bbcode-text-formatting-134131

  • Hello Forum,

    I am trying to use Typewriter to write out something for a storybook. In the story I have a character say something in quotes. Typewriter is not allowing quotations.

    For example:

    "This is a test." The man said.

    It won't let me use the quotes without generating an error. What am I missing?

  • Hey guys,

    Ran into a problem - I tried implementing "touch 0" for drag and drop objects. I have five draggable objects, all the same sprite in my layout.

    This is what I did:

    *For first nth touched 1st object I set "has touch 0" and enabled drag and drop

    *For second nth touched object I set "has touch 1" action to "drop"

    I sent this to my ipad for testing. It allows me to drag 2 objects at the same time, but drops the third object. Any ideas why it would treat object 1 and 2 as a "touch 0" but treat my third object as the "touch 1"?

  • Hi DDurant,

    I'm going to make the assumption you are using Cocoon's wrapper.

    My past experience using Cocoon's wrapper usually results in a few wonky errors such as missing splash pngs and plist errors while in Xcode. I was updating my app last night to the app store and ran into the same message you got. There is a way to tweak it, but I didn't bother. I ignored the messages and I got around it.

    Try the following:

    -Open your xcode project from the cocoon zip file. (Make sure it is an xcode file version you haven't tweaked.)

    -When you open your xcode project set the top scheme to "IOS device" - in other words, make sure you are not simulating a device or you can't do the next step.

    -Now, click "Product" up top

    -Click "archive"

    -Hopefully you will get a "build succeeded" message. After that the next window should pop up. Click on "Validate".

    After doing that you might be able to get around some of your errors and get a green check mark. You should be good to go and submit to the app store.

    Summary: Even after starting with 2 errors I got a successful validation by starting the archive process and store submission.

    Let me know if it works. Good luck.

  • I tweaked my tile names through the .sln file in Windows Visual Studio Express. Once you open your solution file navigate to WMAppManifest.xml. You should see the text field "Tile Title"along with thumbnails for your tiles there. Edit the text field and see if that works? It has been a few months since I exported to Windows phone, but I think that's how you do it.

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  • Thanks Ashley,

    SOLVED. I kept staring at my old cocoon export files and was trying to match the settings to my ejecta file. Alas, I forgot about the Cocoon JS export quirk.

    An update to the export note - I just tested my ejecta export vs. my cocoon export on an iphone 4. I'm making a storybook, each layout is a page. Using Ejecta, it really slows down when I go to a new layout page, Cocoon is faster when jumping to different layouts/pages. So, I was mistaken about performance in my earlier post. These notes probably should be in another thread though, just updating.

  • Hi Constructors,

    I was dabbling with Ejecta as a wrapper for my game. I notice when I export it to certain i-devices I'll get black bars along the top and bottom. Previously, I published a game using Cocoon JS which exported everything at full screen. So, any i-device was taking advantage of the entire screen with my Cocoon exported app. I made my backgrounds bigger so it also work using Cocoon Js.

    Using Ejecta it appears to force my app to align at center of the screen and fills in black bars top and bottom (my app is landscape oriented). I don't want the black bars and I would rather align top and left and play at fullscreen as what Cocoon appeared to do. Where can I edit this so Ejecta treats my project this same way? Is it in the info.plist using xcode? Or do I edit this in a .js file from Construct 2?

    As a test, I also exported my current app with Cocoon, and it works the way I like, but performance is much better with Ejecta. I also exported to Adobe Phonegap. Phonegap experience was absolutely awful and crashes at loading screen.

    So, balancing out the export options, Ejecta wins in performance, Cocoon wins as far "looking" the way I designed it.

    I've looked at the tutorials, and looked through the forums. I didn't see this topic come up yet. I'm not a coder, so if you have any thoughts that are technical, it is appreciated if you explain like I'm 5.

  • Hi inejwstine,

    Couple of suggestions that can be tedious, but might as well exhaust them if you are still stuck.

    Round 1:

    -When you import sounds into Construct try setting your encoding quality to the lowest first: 96kbps (lowest quality, quickest download.

    Still no luck?

    Round 2:

    -Download Audacity. Save some of your native files as .wavs at 44100 bitrate from Audacity. Now try Round 1 again importing your new wavs from audacity.

    Still, Still no luck?

    Round 3:

    -Let's test your Ipad Mini to see if it can play ANY sound exported from Construct2.

    Make a new Construct file, import sounds from the free bundle that comes with your license. Make a button, etc. to play a sound you imported. Test to see if you can hear any of those when played on Ipad. If you CAN hear the bundled sounds, then it has got to be something with your source audio files or maybe an event in your actual file. If you CANNOT hear even the bundled sounds then the problem is bigger than just your one source file with that Ipad mini....

    Granted, IOS is problematic. I've pulled my hair out a lot over the sound issues for device playback. But it is possible to get sounds to work. I use an ipad mini for testing as well and got sounds to work. However, I am using Cocoon for export, so we are a little different in that regard. Maybe I'll experiment on my mac to play natively without a wrapper.

    Good luck and see if any of the above work for you. Keep at it.

  • Hi folks, I was doing a search on this topic and came across this thread. Setting my animation speed to a negative number worked for me-

    *I had an animation run to the last frame and loop was set to "no", speed set to 10

    *When I wanted animation to reverse i set speed to -10, and "start animation from current frame" (in this case, my last animation frame).

    This worked great for getting some acting out of characters that "start" and "stop" (in this case talking, looking up, or down etc.), but I don't know if it would be ideal for looping animations.

  • Hi Nutzaboutpoker,

    I don't think we have the same issues with music when comparing our posts. But thanks for the info - Any solution dealing with the music/sfx realm is always helpful to have in the tool box.

  • Hi Ashley,

    Thanks - Your info on the browsers has kept me from pulling the remaining hair from my scalp. After reading your reply I thought I'd some quick tests for you.

    I ran my game in build 148 using firefox and IE. Results were:

    firefox 25.0.1 - Music cuts out. Sfx had no incidents.

    IE 10.0.9200.16736 - Music sounds warbled as if listening through a tin can. Sfx were executed with a slight delay. It almost seemed as though they were trying to cache and/or stream to memory first. For example, on my menu screen I have a button make a sound when tapped. On first tap, slight delay. On second tap same button, perfectly synced. I could probably preload all sounds I guess? But I dont have a solution (yet?) for the warbly music.

    ------------------------------------------------------------

    Then, running in build 152:

    firefox 25.0.1 - Flawless, back to normal!

    IE 10.0.9200.16736 - Same as build 148, warbly music, delayed sfx as above.

    The main thing is learning that these issues are browser specific. I feel a lot better knowing that. I might do these tests with another game I'm working on as well. I'm curious if IE is grumpy with any and all exports etc... I typically test with firefox before sending to wp8.

  • Hi anyone. I think I found a workaround. I dragged all of my music files from my Music folder to my Sounds folder - Thus treating my music as sfx.

    I've been testing the game and no weirdness as a result. I sincerely hope I'm the only one that had this problem. If not, hope it helps if you run into this weirdness.

  • Greetings,

    I've been working on a game for the past year. It has gone through multiple file versions as well as releases of Construct 2 with no issue. The game is usually tested on firefox and windows phone 8.

    Today I wanted to test my game in firefox and internet explorer and I noticed music abruptly gets cut off after about 2 seconds. Progressing through the game I'll get random degradation of sound effects as well. This is the same file I worked and tested on last week with no issues.

    I was using thehen's windows phone tutorial as my way of playing sounds and music using functions (awesome tutorial by the way, go check it out, I don't have permissions to post the link, sorry).

    Things I've tried:

    Updated to the latest Construct

    Downgraded to Construct 136

    Tried a different computer

    Tried files from 5 months back

    Replaced a music file with a different one

    Loaded a completely different game using the same functions

    Results:

    Updating or downgrading Construct did not help

    Trying a different computer gave me the same results for the game.

    Trying old files rendered same problems.

    Replacing the music file still stopped.

    ! Testing a different game had no problems. Music was fine.

    I'm scratching my head. Does this mean the game files that were great from 5 months ago to last week have all been corrupted as of today?

    My suspicion is the game file. But I'm really confused by it. The whole idea of archiving files is to have a fall back plan. But to see old files from months ago behave as odd as the newest file throws me for a loop.

    Any thoughts will be greatly appreciated.

  • Pixel Perfick,

    Updating you - The bullet behavior works much better. Thanks a lot for the suggestion.