LittleStain's Forum Posts

  • Here's an example Capx

    While playing click with your mouse around the player to hear the effect.

    (further away softer (because of roll off factor))

  • Did you have a look at the audio object properties and set them to the values you'd like?

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  • The easiest way is to do it with family.

    Just check the animation frame of the family.

  • or give the family the instance variables..

  • I guess a dead enemy has a different animation from a living one, right?

    So you could check for animation. :)

  • I'm not sure what a Hollow Mask Powerup is and not sure what I should see when I pick it up, because I have no clue as to how you have your events set up in that game.

    If you still have the capx of that game and you open it in Construct2 and play it, doesn't it work anymore and if it doesn't work, are you sure it's not because of breaking changes within Construct2?

  • Something like this?

    put the enemy in a family

    for each enemy

    enemy alert mode =1

    enemy has line of sight on family

    family Alert mode = 4

    • enemy set alert mode to 3
  • I'm not familiar with your last few projects, so any answer to that question would be pure speculation.

  • First you should use the audio set listener object action, that will probably help a lot.

  • Particles has never been able to do collisions.

    That's what I thought, but when someone claims they did I go looking for answers. The answer being "Particles has never been able to do collisions."

  • Audio manuak

    I guess you should change listener z-height, roll-off and/or any other audio settings before noticing any effect.

  • I would have to see your capx to help you any further.

    If you don't want to share tyour complete capx, please provide a capx in which only the events relevant to the issue are present.

  • Inner angle and outer angle are to create a cone of sound. If you leave them at there original values, which ara inner:360 outer:360 gain:0, you create a circle of sound around the object instead of directional sound.

  • I haven't seen any bug reports regarding this issue. If it is a bug you could post about it in the bugs forum.

    Without seeing your capx however, it is impossible to see if your issues are event based or not. Could you upload your capx, or recreate the issue in a new capx for us to have a look at?

  • I noticed you already saw my simple countdown timer example.

    All you'd have to do is check if your objects are being destroyed.

    for example:

    Set TimeRemainingInSeconds to 15

    Create a Global variable ObjectsDestroyed

    on object destroyed add 1 to variable ObjectsDestroyed

    system compare variable ObjectsDestroyed= 5

    system trigger once

    • system compare two values: TimeRemainingInSeconds > 0

    -- system set text to : "Good"

    • system compare two values: TimeRemainingInSeconds > 5

    -- system set text to : "Great"

    • system compare two values: TimeRemainingInSeconds > 10

    -- system set text to : "Awesome"

    • system compare two values: TimeRemainingInSeconds = 0

    -- system set text to : "You failed!"