hrisnz's Forum Posts

  • By the way: all you guys working at Scirra – you are doing some wonderful jobs!!! Seriously getting awesome **** done

  • Sweet!

  • I think it wont- cause scirra told me that they couldn't reproduce the error and believe the problem is on my end. Maybe somebody figures out what causes it.

  • So strange!

    This is another tip from the support:

    Dear Chris,

    It is a good idea to put as much details as possible in the bug report indeed.

    Good luck with fixing your issue, I do hope a simple reinstall should fix it (that would be the best and nicest case).

    If it doesn't, I'm afraid you will have to find what software/driver/anything you have installed on the computer since that would have messed with the audio (new audio interface, a DAW, a sound editor with specific codecs, etc...)

    Kind regards,

  • scirra support supported me with one or two additional ways i could try. i didnt manage to try them yet though but ill post their answer here and my experience with it

  • aaah thats so nice of you

    i thought about this option. i already have audacity and will choose 1). thanks for offer 2) though!

    anything i need to consider apart from calling the ogg file the same as the aac file?

    and one more question: how do i import the ogg file? can i just use the right click import way. and it will skip the converting part by itself? or can i sneek it in my projects sound folder some other way?

    thanks again!

    chris

  • Thank you so much for testing!

    Do you have a clue what i could do now?

    The only idea i have is downgrading again and reworking to the point im at right now but this can't be the best solution i guess

  • Hi,

    the original wav file can be found under http://www.hinz-art.com/game/6_Beamin.wav

    thanks for your support! Im desperate and looking forward to helping to find a solution and to provide it to fellows with the same problem <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Problem Description

    Construct 2 new release (r227) causes ogg converting failure. After Importing a sound, the aac Version is converted perfectly but the ogg converting fails. This problem didn't occur on the older stable version (r221). Please see the screenshot under "Observed Result" (it shows the problem best). EDIT: Important! I even tried importing .wav sounds that already have been imported successfully! And I made sure they are 16-bit PCM WAVs at a standard sample rate, e.g. 44.1KHz <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Attach a Capx

    http://www.hinz-art.com/game/ogg_converting_fail.capx

    Description of Capx

    Its a plane project only with the audio object. Then I tried importing my wav sound. The aac version is converted, the ogg version failed.

    Steps to Reproduce Bug

      Import Sound Choose Wav File Converting to Ogg fails

    Observed Result

    Aac version can be found in the projects sounds folder. But the Ogg Version fails.

    Screenshot of the Error message: http://www.hinz-art.com/game/screenshot_ogg_fail.png

    Expected Result

    The converting process should produce both: aac AND ogg sound file and ad it to my project

    Affected Browsers

      No Browsers are affected, the problem occurs within Construct 2

    Operating System and Service Pack

    Windows 7 Ultimate (32Bit)

    Service Pack 1 can't be installed

    (But the problem didn't occur in Construct 2- r221 Version with no Service Pack installed)

    Construct 2 Version ID

    Construct 2 Release r227 April 12, 2016 (32 Bit Version)

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  • Hi mcsamuel. this sounds like an awesome script! thank you... but it didn't work (for me at least) I copied it in the exported folder, run it. But the .app file still doesn't open (no error messages, no nothing)

    any advice?

    tanks a lot

    EDIT: oh wait. when the script runs it says in every line "No such file or directory" can you specify what i need to change in the script please?

  • Thank you

    Sort of an update:

    didn't manage to solve the problem yet

    i find myself not figuring out a method that is googleble or easy to accomplish within Construct 2 directly. Maybe somebody will find a clever and elegant solution for a "global" hit counter one day.

  • ello

    Im making a game (construct rocks by the way) and I want to ad a counter that tells you at the end of the game event how many times the game has been played. or in the main menu (where ever). So in html you could handle this with a mySQL database and some php i guess.

    But is there a way to do it in construct 2?

    The Counter is not meant to count only the "users" rounds but all rounds/ the number the "GameOver Screen" was ever opened on this domain by aaaall the players. So basically a normal hit counter.

    Would be thankful for any advice

    Chris

  • Hello Im super new but would be so thankful for a tip on how to accomplish Naelian's code.

    I tried "Naelian's" way and ended up having this: (sorry I can't upload my dropboxed screenshot)

    On every ticks ->

    set layout scale to clamp(1 - distance(p1.x, p1.y, p2.x, p2.y) / (layoutHeight + layoutWidth), 0.5, 1)

    scroll to ( (p1.X+p2.X)/2, ((p1.Y+p2.Y)/2 ) JUST FOUND OUT THAT MY SCROLL TO ACTION DOESNT WORK AT ALL

    I set the Naelian's "0.1 and 1) to "0.5 and 1" but Im not quiet sure what they really do. Now I ended up with having the superb opposite of what i want. If the two player are close my window/levelbackground is like fullscreen and when the two player go as far as they can its about 50% zoomed out.

    But I want it to be "full" when the player are far away and just a little zoomed in when they get closer. Inverting the "0.5,1" to a "1,0.5" didn't solve it. All just stayed "full" without zooming. This must be funny for you

    Please help

    Thank you!