jmg89's Forum Posts

  • A bug report has been opened.

    Anyone interested can follow the topic here: github.com/Scirra/Construct-bugs/issues/8397

  • In the sounds folder it works correctly but when i change playback rate of audio, the pitch of audio changes. In fact whether the audio is in music or sounds folder the audio pitch changes when changing the playback rate as well.

    So this issue is affecting only the preview or also the final build?

    I don't have a mac to test the final build. I intend to use macincloud if the preview is working well. Kindly advise.

  • I have 2 audio webm stored in music folder - drums and piano.

    When user taps an object both audios must start playing together.

    Then user can mute or unmute any audio as they wish.

    Works perfectly on android remote preview. But, on iOS only 1 sound plays on tap.

    Tried safari and chrome, both have same issue.

    If play drums is first action and play piano is second action below that, then it'll play only piano and vice versa. The play audio action which is the last only gets played.

    Tried on iPhone 12 and 15 both with latest update. Cleared cache and everything on browsers as well.

    Tagged:

  • Nevermind, I figured it out.

  • Hello, I am trying to make a countdown timer with the help of this:

    construct.net/en/forum/construct-3/how-do-i-8/countdown-timer-bar-128885

    I want to set Audio.duration("tag") as the timer duration but it is not working.

    The timer duration needs to exactly match length of my audio file.

    The audio starts and countdown begins when user touches a button.

    How can I implement this?

  • Thanks for the advice, much appreciated. Stay safe.

  • Wow XpMonster, that was quick! Thank you so much, that did the trick!

    1 more question, I struggle with math in consturct 3 can you suggest a good place to start learning it.

    I have no coding background.

  • Hi, I have 2 buttons which adds or subtracts value in variable.

    How can I play audio loop based on the var number.

    Like -

    On tap play button :

    play audio "tag" looping (var)number of times.

    Tagged:

  • [quote:14k9fvu2]The problem is here (object.id = Target.id) is not the same as (Target.id = object.id) even if they are technically the same just inverted but the results will be different, one just compares and the other one Picks

    Capx:

    dropbox.com/s/3oe5og12khuk14l/DragMatchObjects2.capx

    Aah .. finally it's solved.

    Thanks for giving your time to help and explaining the concept.

  • [quote:3t4hdzqv]

    Thanks for the comment.

    Can you please provide a capx file?

    I've even tried family, but there too experiencing same problem

    Sure, just to make sure I followed what you trying to do as is not very clear

    1-When Sprite overlaps Target and is the same Id >>> Sprite set position to the Target

    2-When Target Overlaps Target has to be the same Id or doesn't matter??

    if you can explain the steps you trying to accomplish will be easier and quicker

    The target does not have the drag and drop function.

    Only the sprite has it.

    In the file, I provided previously when I am setting the layout where both the targets are overlapping each other then the drop function does not work. When both are placed separate then the drop works perfectly.

    Works in this setting:

    Doesn't work like this:

  • [quote:q5kwupr8]When the targets are not overlapping each other it works correctly. But, when 1 target is overlapping on another target in the layout then the drop function does not work in the overlapping region.

    How to solve this issue?

    You have the Events Referencing (Sprite Vs Target) only, what you need is to create Events referencing (Target Vs Target) swell

    Will be easier if you put all the objects in a Family so you create just one Event like you did

    Thanks for the comment.

    Can you please provide a capx file?

    I've even tried family, but there too experiencing same problem!

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  • Hi,

    I am making a drag-n-drop game.

    2 targets and 2 drop objects.

    I have set 1 target sprite with 2 frames and unique id set for both. When an object is overlapped on target and has the same id then it drops on it, if not then returns to it's position.

    When the targets are not overlapping each other it works correctly. But, when 1 target is overlapping on another target in the layout then the drop function does not work in the overlapping region.

    How to solve this issue?

    nofile.io/f/Hh2EnQh6tGc/overlapproblem.c3p overlapproblem.c3p

  • 1. I think you missed the condition in my demo where I'm comparing Sprite.ID=Target.ID

    This is how you define the correct drop area for each sprite - using the ID instance varible on both sprites.

    2. Instead of the global variable for incorrectDropCounter you can make it an instance variable on the family.

    Then it'll be counting incorrect placements per instance.

    If you still can't figure this out, please share your capx.

    You can pm it to me if you don't want to post the link here.

    I think I've figured out most of it.

    I request you to address these issues with my file:

    1. How to implement IncorrectDropCounter for individual frames/ID?

    2. How to show different text for IncorrectDrop for each frame individually?

    3. How to set the same events while using a family?

    Here's the file:

    nofile.io/f/A9JeMUDSQ9w/DragDropZoomFinal.capx DragDropZoomFinal.capx

    Thank you.

  • You should be able to work this out for yourself from Plinkie's .capx, surely.

    Look at the Events that deal with setting the Scale value.

    Yes, I figured it out finally. Thanks for the encouragement.

  • The scale of the object after dropping changes back to 1. I want it to remain 0.5 after the correct drop.