eli0s's Forum Posts

  • ryanrybot , I didn't knew that, thanks for the tip! Is this a standard function in all browsers?

    Up until know I didn't mind about this, because every project I did was for personal reasons and I was sending the published links only when it was 100% finished.

    But now, this is happening in a very iterative manner, I make some things, I upload, I get the feedback and so on... It's a nightmare not knowing if the version you are seeing is the one you are suppose to!

    Have you made an auto update system of some sort? How do you handle updates with your users..?

    Thanks again for the tips!

  • Hi TheDom , thanks for answering. What I am trying to achieve is a way to inform the user: when a newer version is uploaded, how much it has being updated and when to reload the page in order to see the changes.

    I thought that the whole purpose of the tutorial on the link above is to build an update system that takes away the hustle of clearing the cache from the user.

    In fact, I absolutely can't have the users digging into browser settings and searching for cache every time I make a change, this is a nightmare to give instructions on how to do in all browsers and I want the procedure to be as automated and streamlined as it can be...

    My question is why the system that I am showing on my post above doesn't work, what I am doing wrong...?

  • Hello, based on what I read here, I've created a layout with the following events and set it as the first layout:

    1) Browser | Is downloading update ----> Set text to "Please wait, updating... " & loadingprogress * 100

    2) Browser | On update ready -----> Set text to "Please, reload the page..."

    3) Browser | Is NOT downloading update -----> System | Go to Layout 2

    I am constantly changing and uploading the project to my ftp (this is part of the creation progress / getting feedback from my clients), but the whole update system doesn't work. After a change has been made and I upload the project to the ftp, the same version as before is running after I hit reload. If I wait a bit and hit reload again, the new version runs but none of the previous events is shown, the second layout runs instantly without displaying any loadingprogress messages....

    Am I doing something wrong here...?

    Thanks in advance for any help!

    -Fixed- Ashley's explanation:

    ...this event:

    > 3) Browser | Is NOT downloading update -----> System | Go to Layout 2

    >

    ...likely switches layout before the browser has found out there's an update, and then the "is downloading update" condition becomes true while on Layout 2, which I'm guessing you're ignoring.

    And here is a crude demo I made (right click and choose Save Link As) that updates correctly...

  • You are welcome

  • A way to have more accurate selections/movement would be to Ctrl + click/select the objects you want at the Z order panel and then right click on any of the selected objects and choose "Wrap selection". Of course, if you have multiple instances of an object spread all around the layout, it would be tough to find just by its ID number.

    So, other than that, I am all for anything that could improve productivity and basic workflow issues, so +1 for something more streamlined!

  • Use the Browser object's Request Fullscreen action. This will work both with browsers and with NW.js

    See the following example: http://www.eli0s.com/Tests/FullScreen.capx (Right click and choose "Save Link As")

  • gomotion100 , I am not quite sure of what you are actually trying to achieve, but this example should demonstrate the Variable approach that I was talking about.

    http://www.eli0s.com/Tests/Time.capx (right click and Save Link As)

    You could also search for 3rd party time management/related plugins, like "Time Manager", "System Manager" and "System Date and Time". These might prove to help a lot.

  • Wolph , lol , so I guess your audio settings highjacked the brain's responsibility for balancing loud noises! :b

    It is indeed strange that it was only affecting Chrome...

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  • Wolph , your example plays just fine, no volume drops what so ever... I tried on Firefox, IE 11 and Chrome - NW.js and got the same results.

    So, I can only think of two explanations for what you describe.

    1) There is something wrong with your PC.

    2) You are experiencing a psychoacoustic phenomenon. Due to the nature of the "ouch" sound (very loud, sharp and short without any tail) the brain "lowers" the volume perception sensitivity, in order to protect us. Since the sound is so short, there isn't enough time for the brain to compensate this initial sensitivity drop, and we experience the background music as being lowered in volume.

    Try this: play the "ouch" sound at -60 db. I bet you wont hear any difference on the music's volume. Or try another sound, a more subtle one that has a bit of a falloff, a reverb or something... It will blend much better on top of the music.

  • sansolo , since you are mentioning cropping, I assume that you don't use the letterbox scale option but instead the crop...?

    If yes, then the actual pixel resolution of your window and layout size will play a role on how the game will be cropped. A 1280x720px game with a 1280x720px layout will have white space on the top/bottom of a 16:10 screen that has 1280x800 px resolution. If the layout is much bigger than the window size, then at the top/bottom of the screen it will be visible. The same thing will happen if the screen has a 1920x1200 px resolution. On a window=layout=1280x720 px there will be white space all around the layout if viewed on a screen that has higher resolution.

    However, if you use the letterbox scale, then on all of the ratios that you mentioned, there will be black bars on the top/bottom. In fact, if we keep the order of the ratios in your post the bars will be incising in size as we get closer to the 5:4.

  • What is the start menu you are referring to? Do you mean the loading logo? If yes, you can disable it from the project's properties but this isn't recommended because users won't have any visual feedback telling them that the game is being downloaded and, if the game is big, after a while looking at a black screen they might get frustrated and think that the game is broken.

  • The black bars will appear when the project's dimensions doesn't match the screen's dimensions. The placement of the bars depends on your project's ratio in relation the screen's ratio.

    A 16:9 project viewed on a 4:3 screen will have top/bottom black bars.

    A 4:3 project viewed on a 16:9 screen will have left/right black bars.

  • How about using a global variable to store the frame number and set the animation frame to be that variable...?

  • Just as blackhornet said. Pin them and also disable the bullet behavior.

  • That's great! Thank you!